Coverage Report

Created: 2023-10-18 01:13

/src/DLXEmu/external/imgui/imgui.cpp
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// dear imgui, v1.90 WIP
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// (main code and documentation)
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// Help:
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// - See links below.
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// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
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// - Read top of imgui.cpp for more details, links and comments.
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// Resources:
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// - FAQ                   https://dearimgui.com/faq
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// - Getting Started       https://dearimgui.com/getting-started
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// - Homepage              https://github.com/ocornut/imgui
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// - Releases & changelog  https://github.com/ocornut/imgui/releases
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// - Gallery               https://github.com/ocornut/imgui/issues/6897 (please post your screenshots/video there!)
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// - Wiki                  https://github.com/ocornut/imgui/wiki (lots of good stuff there)
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// - Glossary              https://github.com/ocornut/imgui/wiki/Glossary
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// - Issues & support      https://github.com/ocornut/imgui/issues
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// - Tests & Automation    https://github.com/ocornut/imgui_test_engine
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// For first-time users having issues compiling/linking/running/loading fonts:
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// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
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// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there.
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// Copyright (c) 2014-2023 Omar Cornut
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// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.
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// See LICENSE.txt for copyright and licensing details (standard MIT License).
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// This library is free but needs your support to sustain development and maintenance.
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// Businesses: you can support continued development via B2B invoiced technical support, maintenance and sponsoring contracts.
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// PLEASE reach out at omar AT dearimgui DOT com. See https://github.com/ocornut/imgui/wiki/Sponsors
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// Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine.
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// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library.
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// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without
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// modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't
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// come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you
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// to a better solution or official support for them.
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/*
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Index of this file:
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DOCUMENTATION
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- MISSION STATEMENT
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- CONTROLS GUIDE
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- PROGRAMMER GUIDE
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  - READ FIRST
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  - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
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  - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
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  - HOW A SIMPLE APPLICATION MAY LOOK LIKE
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  - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
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- API BREAKING CHANGES (read me when you update!)
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- FREQUENTLY ASKED QUESTIONS (FAQ)
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  - Read all answers online: https://www.dearimgui.com/faq, or in docs/FAQ.md (with a Markdown viewer)
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CODE
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(search for "[SECTION]" in the code to find them)
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// [SECTION] INCLUDES
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// [SECTION] FORWARD DECLARATIONS
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// [SECTION] CONTEXT AND MEMORY ALLOCATORS
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// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
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// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
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// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
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// [SECTION] MISC HELPERS/UTILITIES (File functions)
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// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
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// [SECTION] MISC HELPERS/UTILITIES (Color functions)
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// [SECTION] ImGuiStorage
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// [SECTION] ImGuiTextFilter
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// [SECTION] ImGuiTextBuffer, ImGuiTextIndex
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// [SECTION] ImGuiListClipper
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// [SECTION] STYLING
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// [SECTION] RENDER HELPERS
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// [SECTION] INITIALIZATION, SHUTDOWN
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// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
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// [SECTION] INPUTS
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// [SECTION] ERROR CHECKING
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// [SECTION] LAYOUT
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// [SECTION] SCROLLING
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// [SECTION] TOOLTIPS
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// [SECTION] POPUPS
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// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
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// [SECTION] DRAG AND DROP
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// [SECTION] LOGGING/CAPTURING
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// [SECTION] SETTINGS
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// [SECTION] LOCALIZATION
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// [SECTION] VIEWPORTS, PLATFORM WINDOWS
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// [SECTION] DOCKING
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// [SECTION] PLATFORM DEPENDENT HELPERS
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// [SECTION] METRICS/DEBUGGER WINDOW
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// [SECTION] DEBUG LOG WINDOW
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// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL)
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*/
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//-----------------------------------------------------------------------------
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// DOCUMENTATION
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//-----------------------------------------------------------------------------
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/*
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 MISSION STATEMENT
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 =================
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 - Easy to use to create code-driven and data-driven tools.
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 - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools.
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 - Easy to hack and improve.
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 - Minimize setup and maintenance.
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 - Minimize state storage on user side.
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 - Minimize state synchronization.
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 - Portable, minimize dependencies, run on target (consoles, phones, etc.).
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 - Efficient runtime and memory consumption.
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 Designed primarily for developers and content-creators, not the typical end-user!
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 Some of the current weaknesses (which we aim to address in the future) includes:
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 - Doesn't look fancy.
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 - Limited layout features, intricate layouts are typically crafted in code.
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 CONTROLS GUIDE
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 ==============
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 - MOUSE CONTROLS
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   - Mouse wheel:                   Scroll vertically.
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   - SHIFT+Mouse wheel:             Scroll horizontally.
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   - Click [X]:                     Close a window, available when 'bool* p_open' is passed to ImGui::Begin().
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   - Click ^, Double-Click title:   Collapse window.
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   - Drag on corner/border:         Resize window (double-click to auto fit window to its contents).
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   - Drag on any empty space:       Move window (unless io.ConfigWindowsMoveFromTitleBarOnly = true).
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   - Left-click outside popup:      Close popup stack (right-click over underlying popup: Partially close popup stack).
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 - TEXT EDITOR
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   - Hold SHIFT or Drag Mouse:      Select text.
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   - CTRL+Left/Right:               Word jump.
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   - CTRL+Shift+Left/Right:         Select words.
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   - CTRL+A or Double-Click:        Select All.
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   - CTRL+X, CTRL+C, CTRL+V:        Use OS clipboard.
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   - CTRL+Z, CTRL+Y:                Undo, Redo.
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   - ESCAPE:                        Revert text to its original value.
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   - On OSX, controls are automatically adjusted to match standard OSX text editing shortcuts and behaviors.
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 - KEYBOARD CONTROLS
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   - Basic:
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     - Tab, SHIFT+Tab               Cycle through text editable fields.
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     - CTRL+Tab, CTRL+Shift+Tab     Cycle through windows.
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     - CTRL+Click                   Input text into a Slider or Drag widget.
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   - Extended features with `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard`:
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     - Tab, SHIFT+Tab:              Cycle through every items.
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     - Arrow keys                   Move through items using directional navigation. Tweak value.
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     - Arrow keys + Alt, Shift      Tweak slower, tweak faster (when using arrow keys).
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     - Enter                        Activate item (prefer text input when possible).
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     - Space                        Activate item (prefer tweaking with arrows when possible).
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     - Escape                       Deactivate item, leave child window, close popup.
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     - Page Up, Page Down           Previous page, next page.
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     - Home, End                    Scroll to top, scroll to bottom.
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     - Alt                          Toggle between scrolling layer and menu layer.
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     - CTRL+Tab then Ctrl+Arrows    Move window. Hold SHIFT to resize instead of moving.
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   - Output when ImGuiConfigFlags_NavEnableKeyboard set,
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     - io.WantCaptureKeyboard flag is set when keyboard is claimed.
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     - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.
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     - io.NavVisible: true when the navigation cursor is visible (usually goes to back false when mouse is used).
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 - GAMEPAD CONTROLS
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   - Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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   - Particularly useful to use Dear ImGui on a console system (e.g. PlayStation, Switch, Xbox) without a mouse!
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   - Download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets
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   - Backend support: backend needs to:
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      - Set 'io.BackendFlags |= ImGuiBackendFlags_HasGamepad' + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys.
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      - For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly.
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        Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.).
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      - BEFORE 1.87, BACKENDS USED TO WRITE TO io.NavInputs[]. This is now obsolete. Please call io functions instead!
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   - If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing,
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     with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved.
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 - REMOTE INPUTS SHARING & MOUSE EMULATION
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   - PS4/PS5 users: Consider emulating a mouse cursor with DualShock touch pad or a spare analog stick as a mouse-emulation fallback.
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   - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + run examples/libs/synergy/uSynergy.c (on your console/tablet/phone app)
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     in order to share your PC mouse/keyboard.
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   - See https://github.com/ocornut/imgui/wiki/Useful-Extensions#remoting for other remoting solutions.
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   - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag.
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     Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs Dear ImGui to move your mouse cursor along with navigation movements.
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     When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved.
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     When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that.
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     (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, Dear ImGui will misbehave as it will see your mouse moving back & forth!)
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     (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want
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     to set a boolean to ignore your other external mouse positions until the external source is moved again.)
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 PROGRAMMER GUIDE
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 ================
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 READ FIRST
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 ----------
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 - Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki)
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 - Your code creates the UI every frame of your application loop, if your code doesn't run the UI is gone!
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   The UI can be highly dynamic, there are no construction or destruction steps, less superfluous
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   data retention on your side, less state duplication, less state synchronization, fewer bugs.
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 - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features.
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   Or browse https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html for interactive web version.
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 - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build.
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 - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori).
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   You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki.
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 - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances.
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   For every application frame, your UI code will be called only once. This is in contrast to e.g. Unity's implementation of an IMGUI,
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   where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches.
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 - Our origin is on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right.
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 - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected).
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   If you get an assert, read the messages and comments around the assert.
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 - This codebase aims to be highly optimized:
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   - A typical idle frame should never call malloc/free.
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   - We rely on a maximum of constant-time or O(N) algorithms. Limiting searches/scans as much as possible.
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   - We put particular energy in making sure performances are decent with typical "Debug" build settings as well.
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     Which mean we tend to avoid over-relying on "zero-cost abstraction" as they aren't zero-cost at all.
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 - This codebase aims to be both highly opinionated and highly flexible:
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   - This code works because of the things it choose to solve or not solve.
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   - C++: this is a pragmatic C-ish codebase: we don't use fancy C++ features, we don't include C++ headers,
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     and ImGui:: is a namespace. We rarely use member functions (and when we did, I am mostly regretting it now).
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     This is to increase compatibility, increase maintainability and facilitate use from other languages.
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   - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types.
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     See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that.
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     We can can optionally export math operators for ImVec2/ImVec4 using IMGUI_DEFINE_MATH_OPERATORS, which we use internally.
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   - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction
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     (so don't use ImVector in your code or at our own risk!).
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   - Building: We don't use nor mandate a build system for the main library.
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     This is in an effort to ensure that it works in the real world aka with any esoteric build setup.
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     This is also because providing a build system for the main library would be of little-value.
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     The build problems are almost never coming from the main library but from specific backends.
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 HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
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 ----------------------------------------------
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 - Update submodule or copy/overwrite every file.
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 - About imconfig.h:
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   - You may modify your copy of imconfig.h, in this case don't overwrite it.
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   - or you may locally branch to modify imconfig.h and merge/rebase latest.
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   - or you may '#define IMGUI_USER_CONFIG "my_config_file.h"' globally from your build system to
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     specify a custom path for your imconfig.h file and instead not have to modify the default one.
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 - Overwrite all the sources files except for imconfig.h (if you have modified your copy of imconfig.h)
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 - Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over "master".
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 - You can also use '#define IMGUI_USER_CONFIG "my_config_file.h" to redirect configuration to your own file.
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 - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes.
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   If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed
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   from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will
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   likely be a comment about it. Please report any issue to the GitHub page!
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 - To find out usage of old API, you can add '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in your configuration file.
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 - Try to keep your copy of Dear ImGui reasonably up to date!
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 GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
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 ---------------------------------------------------------------
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 - See https://github.com/ocornut/imgui/wiki/Getting-Started.
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 - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library.
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 - In the majority of cases you should be able to use unmodified backends files available in the backends/ folder.
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 - Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system.
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   It is recommended you build and statically link the .cpp files as part of your project and NOT as a shared library (DLL).
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 - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types.
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 - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them.
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 - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide.
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   Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render"
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   phases of your own application. All rendering information is stored into command-lists that you will retrieve after calling ImGui::Render().
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 - Refer to the backends and demo applications in the examples/ folder for instruction on how to setup your code.
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 - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder.
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 HOW A SIMPLE APPLICATION MAY LOOK LIKE
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 --------------------------------------
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 EXHIBIT 1: USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder).
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 The sub-folders in examples/ contain examples applications following this structure.
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     // Application init: create a dear imgui context, setup some options, load fonts
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     ImGui::CreateContext();
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     ImGuiIO& io = ImGui::GetIO();
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     // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
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     // TODO: Fill optional fields of the io structure later.
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     // TODO: Load TTF/OTF fonts if you don't want to use the default font.
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     // Initialize helper Platform and Renderer backends (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp)
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     ImGui_ImplWin32_Init(hwnd);
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     ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
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     // Application main loop
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     while (true)
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     {
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         // Feed inputs to dear imgui, start new frame
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         ImGui_ImplDX11_NewFrame();
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         ImGui_ImplWin32_NewFrame();
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         ImGui::NewFrame();
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         // Any application code here
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         ImGui::Text("Hello, world!");
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         // Render dear imgui into screen
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         ImGui::Render();
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         ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
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         g_pSwapChain->Present(1, 0);
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     }
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     // Shutdown
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     ImGui_ImplDX11_Shutdown();
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     ImGui_ImplWin32_Shutdown();
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     ImGui::DestroyContext();
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 EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE
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     // Application init: create a dear imgui context, setup some options, load fonts
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     ImGui::CreateContext();
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     ImGuiIO& io = ImGui::GetIO();
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     // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
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     // TODO: Fill optional fields of the io structure later.
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     // TODO: Load TTF/OTF fonts if you don't want to use the default font.
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     // Build and load the texture atlas into a texture
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     // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer)
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     int width, height;
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     unsigned char* pixels = nullptr;
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     io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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     // At this point you've got the texture data and you need to upload that to your graphic system:
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     // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'.
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     // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID.
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     MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32)
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     io.Fonts->SetTexID((void*)texture);
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     // Application main loop
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     while (true)
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     {
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        // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc.
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        // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform Backends)
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        io.DeltaTime = 1.0f/60.0f;              // set the time elapsed since the previous frame (in seconds)
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        io.DisplaySize.x = 1920.0f;             // set the current display width
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        io.DisplaySize.y = 1280.0f;             // set the current display height here
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        io.AddMousePosEvent(mouse_x, mouse_y);  // update mouse position
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        io.AddMouseButtonEvent(0, mouse_b[0]);  // update mouse button states
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        io.AddMouseButtonEvent(1, mouse_b[1]);  // update mouse button states
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        // Call NewFrame(), after this point you can use ImGui::* functions anytime
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        // (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere)
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        ImGui::NewFrame();
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        // Most of your application code here
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        ImGui::Text("Hello, world!");
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        MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End();
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        MyGameRender(); // may use any Dear ImGui functions as well!
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        // Render dear imgui, swap buffers
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        // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code)
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        ImGui::EndFrame();
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        ImGui::Render();
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        ImDrawData* draw_data = ImGui::GetDrawData();
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        MyImGuiRenderFunction(draw_data);
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        SwapBuffers();
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     }
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     // Shutdown
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     ImGui::DestroyContext();
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 To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application,
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 you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
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 Please read the FAQ and example applications for details about this!
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 HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
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 ---------------------------------------------
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 The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function.
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    void MyImGuiRenderFunction(ImDrawData* draw_data)
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    {
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       // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
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       // TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering.
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       // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
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       // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
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       // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color.
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       ImVec2 clip_off = draw_data->DisplayPos;
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       for (int n = 0; n < draw_data->CmdListsCount; n++)
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       {
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          const ImDrawList* cmd_list = draw_data->CmdLists[n];
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          const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;  // vertex buffer generated by Dear ImGui
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          const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;   // index buffer generated by Dear ImGui
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          for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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          {
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             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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             if (pcmd->UserCallback)
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             {
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                 pcmd->UserCallback(cmd_list, pcmd);
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             }
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             else
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             {
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                 // Project scissor/clipping rectangles into framebuffer space
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                 ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
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                 ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
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                 if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
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                     continue;
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                 // We are using scissoring to clip some objects. All low-level graphics API should support it.
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                 // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches
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                 //   (some elements visible outside their bounds) but you can fix that once everything else works!
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                 // - Clipping coordinates are provided in imgui coordinates space:
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                 //   - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size
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                 //   - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values.
402
                 //   - In the interest of supporting multi-viewport applications (see 'docking' branch on github),
403
                 //     always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space.
404
                 // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min)
405
                 MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y);
406
407
                 // The texture for the draw call is specified by pcmd->GetTexID().
408
                 // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization.
409
                 MyEngineBindTexture((MyTexture*)pcmd->GetTexID());
410
411
                 // Render 'pcmd->ElemCount/3' indexed triangles.
412
                 // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices.
413
                 MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset);
414
             }
415
          }
416
       }
417
    }
418
419
420
 API BREAKING CHANGES
421
 ====================
422
423
 Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix.
424
 Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code.
425
 When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
426
 You can read releases logs https://github.com/ocornut/imgui/releases for more details.
427
428
(Docking/Viewport Branch)
429
 - 2023/XX/XX (1.XXXX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that:
430
                          - reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore.
431
                            you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos)
432
                          - likewise io.MousePos and GetMousePos() will use OS coordinates.
433
                            If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos.
434
435
 - 2023/09/27 (1.90.0) - io: removed io.MetricsActiveAllocations introduced in 1.63. Same as 'g.DebugMemAllocCount - g.DebugMemFreeCount' (still displayed in Metrics, unlikely to be accessed by end-user).
436
 - 2023/09/26 (1.90.0) - debug tools: Renamed ShowStackToolWindow() ("Stack Tool") to ShowIDStackToolWindow() ("ID Stack Tool"), as earlier name was misleading. Kept inline redirection function. (#4631)
437
 - 2023/09/15 (1.90.0) - ListBox, Combo: changed signature of "name getter" callback in old one-liner ListBox()/Combo() apis. kept inline redirection function (will obsolete).
438
                           - old: bool Combo(const char* label, int* current_item, bool (*getter)(void* user_data, int idx, const char** out_text), ...)
439
                           - new: bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...);
440
                           - old: bool ListBox(const char* label, int* current_item, bool (*getting)(void* user_data, int idx, const char** out_text), ...);
441
                           - new: bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...);
442
 - 2023/09/08 (1.90.0) - commented out obsolete redirecting functions:
443
                           - GetWindowContentRegionWidth()  -> use GetWindowContentRegionMax().x - GetWindowContentRegionMin().x. Consider that generally 'GetContentRegionAvail().x' is more useful.
444
                           - ImDrawCornerFlags_XXX          -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details + grep commented names in sources.
445
                       - commented out runtime support for hardcoded ~0 or 0x01..0x0F rounding flags values for AddRect()/AddRectFilled()/PathRect()/AddImageRounded() -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details
446
 - 2023/08/25 (1.89.9) - clipper: Renamed IncludeRangeByIndices() (also called ForceDisplayRangeByIndices() before 1.89.6) to IncludeItemsByIndex(). Kept inline redirection function. Sorry!
447
 - 2023/07/12 (1.89.8) - ImDrawData: CmdLists now owned, changed from ImDrawList** to ImVector<ImDrawList*>. Majority of users shouldn't be affected, but you cannot compare to NULL nor reassign manually anymore. Instead use AddDrawList(). (#6406, #4879, #1878)
448
 - 2023/06/28 (1.89.7) - overlapping items: obsoleted 'SetItemAllowOverlap()' (called after item) in favor of calling 'SetNextItemAllowOverlap()' (called before item). 'SetItemAllowOverlap()' didn't and couldn't work reliably since 1.89 (2022-11-15).
449
 - 2023/06/28 (1.89.7) - overlapping items: renamed 'ImGuiTreeNodeFlags_AllowItemOverlap' to 'ImGuiTreeNodeFlags_AllowOverlap', 'ImGuiSelectableFlags_AllowItemOverlap' to 'ImGuiSelectableFlags_AllowOverlap'. Kept redirecting enums (will obsolete).
450
 - 2023/06/28 (1.89.7) - overlapping items: IsItemHovered() now by default return false when querying an item using AllowOverlap mode which is being overlapped. Use ImGuiHoveredFlags_AllowWhenOverlappedByItem to revert to old behavior.
451
 - 2023/06/28 (1.89.7) - overlapping items: Selectable and TreeNode don't allow overlap when active so overlapping widgets won't appear as hovered. While this fixes a common small visual issue, it also means that calling IsItemHovered() after a non-reactive elements - e.g. Text() - overlapping an active one may fail if you don't use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem). (#6610)
452
 - 2023/06/20 (1.89.7) - moved io.HoverDelayShort/io.HoverDelayNormal to style.HoverDelayShort/style.HoverDelayNormal. As the fields were added in 1.89 and expected to be left unchanged by most users, or only tweaked once during app initialization, we are exceptionally accepting the breakage.
453
 - 2023/05/30 (1.89.6) - backends: renamed "imgui_impl_sdlrenderer.cpp" to "imgui_impl_sdlrenderer2.cpp" and "imgui_impl_sdlrenderer.h" to "imgui_impl_sdlrenderer2.h". This is in prevision for the future release of SDL3.
454
 - 2023/05/22 (1.89.6) - listbox: commented out obsolete/redirecting functions that were marked obsolete more than two years ago:
455
                           - ListBoxHeader()  -> use BeginListBox() (note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for reference)
456
                           - ListBoxFooter()  -> use EndListBox()
457
 - 2023/05/15 (1.89.6) - clipper: commented out obsolete redirection constructor 'ImGuiListClipper(int items_count, float items_height = -1.0f)' that was marked obsolete in 1.79. Use default constructor + clipper.Begin().
458
 - 2023/05/15 (1.89.6) - clipper: renamed ImGuiListClipper::ForceDisplayRangeByIndices() to ImGuiListClipper::IncludeRangeByIndices().
459
 - 2023/03/14 (1.89.4) - commented out redirecting enums/functions names that were marked obsolete two years ago:
460
                           - ImGuiSliderFlags_ClampOnInput        -> use ImGuiSliderFlags_AlwaysClamp
461
                           - ImGuiInputTextFlags_AlwaysInsertMode -> use ImGuiInputTextFlags_AlwaysOverwrite
462
                           - ImDrawList::AddBezierCurve()         -> use ImDrawList::AddBezierCubic()
463
                           - ImDrawList::PathBezierCurveTo()      -> use ImDrawList::PathBezierCubicCurveTo()
464
 - 2023/03/09 (1.89.4) - renamed PushAllowKeyboardFocus()/PopAllowKeyboardFocus() to PushTabStop()/PopTabStop(). Kept inline redirection functions (will obsolete).
465
 - 2023/03/09 (1.89.4) - tooltips: Added 'bool' return value to BeginTooltip() for API consistency. Please only submit contents and call EndTooltip() if BeginTooltip() returns true. In reality the function will _currently_ always return true, but further changes down the line may change this, best to clarify API sooner.
466
 - 2023/02/15 (1.89.4) - moved the optional "courtesy maths operators" implementation from imgui_internal.h in imgui.h.
467
                         Even though we encourage using your own maths types and operators by setting up IM_VEC2_CLASS_EXTRA,
468
                         it has been frequently requested by people to use our own. We had an opt-in define which was
469
                         previously fulfilled in imgui_internal.h. It is now fulfilled in imgui.h. (#6164)
470
                           - OK:     #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui.h" / #include "imgui_internal.h"
471
                           - Error:  #include "imgui.h" / #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui_internal.h"
472
 - 2023/02/07 (1.89.3) - backends: renamed "imgui_impl_sdl.cpp" to "imgui_impl_sdl2.cpp" and "imgui_impl_sdl.h" to "imgui_impl_sdl2.h". (#6146) This is in prevision for the future release of SDL3.
473
 - 2022/10/26 (1.89)   - commented out redirecting OpenPopupContextItem() which was briefly the name of OpenPopupOnItemClick() from 1.77 to 1.79.
474
 - 2022/10/12 (1.89)   - removed runtime patching of invalid "%f"/"%0.f" format strings for DragInt()/SliderInt(). This was obsoleted in 1.61 (May 2018). See 1.61 changelog for details.
475
 - 2022/09/26 (1.89)   - renamed and merged keyboard modifiers key enums and flags into a same set. Kept inline redirection enums (will obsolete).
476
                           - ImGuiKey_ModCtrl  and ImGuiModFlags_Ctrl  -> ImGuiMod_Ctrl
477
                           - ImGuiKey_ModShift and ImGuiModFlags_Shift -> ImGuiMod_Shift
478
                           - ImGuiKey_ModAlt   and ImGuiModFlags_Alt   -> ImGuiMod_Alt
479
                           - ImGuiKey_ModSuper and ImGuiModFlags_Super -> ImGuiMod_Super
480
                         the ImGuiKey_ModXXX were introduced in 1.87 and mostly used by backends.
481
                         the ImGuiModFlags_XXX have been exposed in imgui.h but not really used by any public api only by third-party extensions.
482
                         exceptionally commenting out the older ImGuiKeyModFlags_XXX names ahead of obsolescence schedule to reduce confusion and because they were not meant to be used anyway.
483
 - 2022/09/20 (1.89)   - ImGuiKey is now a typed enum, allowing ImGuiKey_XXX symbols to be named in debuggers.
484
                         this will require uses of legacy backend-dependent indices to be casted, e.g.
485
                            - with imgui_impl_glfw:  IsKeyPressed(GLFW_KEY_A) -> IsKeyPressed((ImGuiKey)GLFW_KEY_A);
486
                            - with imgui_impl_win32: IsKeyPressed('A')        -> IsKeyPressed((ImGuiKey)'A')
487
                            - etc. However if you are upgrading code you might well use the better, backend-agnostic IsKeyPressed(ImGuiKey_A) now!
488
 - 2022/09/12 (1.89) - removed the bizarre legacy default argument for 'TreePush(const void* ptr = NULL)', always pass a pointer value explicitly. NULL/nullptr is ok but require cast, e.g. TreePush((void*)nullptr);
489
 - 2022/09/05 (1.89) - commented out redirecting functions/enums names that were marked obsolete in 1.77 and 1.78 (June 2020):
490
                         - DragScalar(), DragScalarN(), DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.
491
                         - SliderScalar(), SliderScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.
492
                         - BeginPopupContextWindow(const char*, ImGuiMouseButton, bool) -> use BeginPopupContextWindow(const char*, ImGuiPopupFlags)
493
 - 2022/09/02 (1.89) - obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries.
494
                       this relates to when moving the cursor position beyond current boundaries WITHOUT submitting an item.
495
                         - previously this would make the window content size ~200x200:
496
                              Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();
497
                         - instead, please submit an item:
498
                              Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End();
499
                         - alternative:
500
                              Begin(...) + Dummy(ImVec2(200,200)) + End();
501
                         - content size is now only extended when submitting an item!
502
                         - with '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will now be detected and assert.
503
                         - without '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will silently be fixed until we obsolete it.
504
 - 2022/08/03 (1.89) - changed signature of ImageButton() function. Kept redirection function (will obsolete).
505
                        - added 'const char* str_id' parameter + removed 'int frame_padding = -1' parameter.
506
                        - old signature: bool ImageButton(ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), int frame_padding = -1, ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
507
                          - used the ImTextureID value to create an ID. This was inconsistent with other functions, led to ID conflicts, and caused problems with engines using transient ImTextureID values.
508
                          - had a FramePadding override which was inconsistent with other functions and made the already-long signature even longer.
509
                        - new signature: bool ImageButton(const char* str_id, ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
510
                          - requires an explicit identifier. You may still use e.g. PushID() calls and then pass an empty identifier.
511
                          - always uses style.FramePadding for padding, to be consistent with other buttons. You may use PushStyleVar() to alter this.
512
 - 2022/07/08 (1.89) - inputs: removed io.NavInputs[] and ImGuiNavInput enum (following 1.87 changes).
513
                        - Official backends from 1.87+                  -> no issue.
514
                        - Official backends from 1.60 to 1.86           -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need updating!
515
                        - Custom backends not writing to io.NavInputs[] -> no issue.
516
                        - Custom backends writing to io.NavInputs[]     -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need fixing!
517
                        - TL;DR: Backends should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values instead of filling io.NavInput[].
518
 - 2022/06/15 (1.88) - renamed IMGUI_DISABLE_METRICS_WINDOW to IMGUI_DISABLE_DEBUG_TOOLS for correctness. kept support for old define (will obsolete).
519
 - 2022/05/03 (1.88) - backends: osx: removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture. All ImGui_ImplOSX_HandleEvent() calls should be removed as they are now unnecessary.
520
 - 2022/04/05 (1.88) - inputs: renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). This was never used in public API functions but technically present in imgui.h and ImGuiIO.
521
 - 2022/01/20 (1.87) - inputs: reworded gamepad IO.
522
                        - Backend writing to io.NavInputs[]            -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values.
523
 - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used).
524
 - 2022/01/17 (1.87) - inputs: reworked mouse IO.
525
                        - Backend writing to io.MousePos               -> backend should call io.AddMousePosEvent()
526
                        - Backend writing to io.MouseDown[]            -> backend should call io.AddMouseButtonEvent()
527
                        - Backend writing to io.MouseWheel             -> backend should call io.AddMouseWheelEvent()
528
                        - Backend writing to io.MouseHoveredViewport   -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only]
529
                       note: for all calls to IO new functions, the Dear ImGui context should be bound/current.
530
                       read https://github.com/ocornut/imgui/issues/4921 for details.
531
 - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details.
532
                        - IsKeyPressed(MY_NATIVE_KEY_XXX)              -> use IsKeyPressed(ImGuiKey_XXX)
533
                        - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX))      -> use IsKeyPressed(ImGuiKey_XXX)
534
                        - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to stil function with legacy key codes).
535
                        - Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiMod_XXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiMod_XXX values.*
536
                     - one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert.
537
                     - inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper.
538
 - 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum.
539
 - 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
540
 - 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019)
541
                        - ImGui::SetNextTreeNodeOpen()        -> use ImGui::SetNextItemOpen()
542
                        - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x
543
                        - ImGui::TreeAdvanceToLabelPos()      -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing());
544
                        - ImFontAtlas::CustomRect             -> use ImFontAtlasCustomRect
545
                        - ImGuiColorEditFlags_RGB/HSV/HEX     -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex
546
 - 2021/12/20 (1.86) - backends: removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings
547
 - 2021/11/04 (1.86) - removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. Please open an issue if you think you really need this function.
548
 - 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful.
549
 - 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019):
550
                        - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList()
551
                        - ImFont::GlyphRangesBuilder  -> use ImFontGlyphRangesBuilder
552
 - 2021/05/19 (1.83) - backends: obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID().
553
                        - if you are using official backends from the source tree: you have nothing to do.
554
                        - if you have copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID().
555
 - 2021/03/12 (1.82) - upgraded ImDrawList::AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags.
556
                        - ImDrawCornerFlags_TopLeft  -> use ImDrawFlags_RoundCornersTopLeft
557
                        - ImDrawCornerFlags_BotRight -> use ImDrawFlags_RoundCornersBottomRight
558
                        - ImDrawCornerFlags_None     -> use ImDrawFlags_RoundCornersNone etc.
559
                       flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API.
560
                       breaking: the default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners":
561
                        - rounding == 0.0f + flags == 0 --> meant no rounding  --> unchanged (common use)
562
                        - rounding  > 0.0f + flags != 0 --> meant rounding     --> unchanged (common use)
563
                        - rounding == 0.0f + flags != 0 --> meant no rounding  --> unchanged (unlikely use)
564
                        - rounding  > 0.0f + flags == 0 --> meant no rounding  --> BREAKING (unlikely use): will now round all corners --> use ImDrawFlags_RoundCornersNone or rounding == 0.0f.
565
                       this ONLY matters for hard coded use of 0 + rounding > 0.0f. Use of named ImDrawFlags_RoundCornersNone (new) or ImDrawCornerFlags_None (old) are ok.
566
                       the old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners" and we sometimes encouraged using them as shortcuts.
567
                       legacy path still support use of hard coded ~0 or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise).
568
 - 2021/03/11 (1.82) - removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018):
569
                        - ImGui::SetScrollHere()              -> use ImGui::SetScrollHereY()
570
 - 2021/03/11 (1.82) - clarified that ImDrawList::PathArcTo(), ImDrawList::PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would generally lead to counter-clockwise paths and have an effect on anti-aliasing.
571
 - 2021/03/10 (1.82) - upgraded ImDrawList::AddPolyline() and PathStroke() "bool closed" parameter to "ImDrawFlags flags". The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future.
572
 - 2021/02/22 (1.82) - (*undone in 1.84*) win32+mingw: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file  with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'.
573
 - 2021/02/17 (1.82) - renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as the meaning of the value changed.
574
 - 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete).
575
                     - removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete).
576
                     - renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete).
577
 - 2021/01/26 (1.81) - removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too. The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags.
578
                     - renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags.
579
                     - renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API.
580
 - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.63 (August 2018):
581
                        - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit().
582
                        - ImGuiCol_ModalWindowDarkening       -> use ImGuiCol_ModalWindowDimBg
583
                        - ImGuiInputTextCallback              -> use ImGuiTextEditCallback
584
                        - ImGuiInputTextCallbackData          -> use ImGuiTextEditCallbackData
585
 - 2020/12/21 (1.80) - renamed ImDrawList::AddBezierCurve() to AddBezierCubic(), and PathBezierCurveTo() to PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete).
586
 - 2020/12/04 (1.80) - added imgui_tables.cpp file! Manually constructed project files will need the new file added!
587
 - 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of incoming Tables API.
588
 - 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures
589
 - 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/.
590
 - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.60 (April 2018):
591
                        - io.RenderDrawListsFn pointer        -> use ImGui::GetDrawData() value and call the render function of your backend
592
                        - ImGui::IsAnyWindowFocused()         -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)
593
                        - ImGui::IsAnyWindowHovered()         -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
594
                        - ImGuiStyleVar_Count_                -> use ImGuiStyleVar_COUNT
595
                        - ImGuiMouseCursor_Count_             -> use ImGuiMouseCursor_COUNT
596
                      - removed redirecting functions names that were marked obsolete in 1.61 (May 2018):
597
                        - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X is your value for decimal_precision.
598
                        - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter.
599
 - 2020/10/05 (1.79) - removed ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed).
600
 - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently).
601
 - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton.
602
 - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory.
603
 - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result.
604
 - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now!
605
 - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar().
606
                       replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags).
607
                       worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions:
608
                       - if you omitted the 'power' parameter (likely!), you are not affected.
609
                       - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct.
610
                       - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f.
611
                       see https://github.com/ocornut/imgui/issues/3361 for all details.
612
                       kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used.
613
                       for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.
614
                     - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime.
615
 - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems.
616
 - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). [NOTE: THIS WAS REVERTED IN 1.79]
617
 - 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017.
618
 - 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular().
619
 - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more.
620
 - 2019/12/17 (1.75) - [undid this change in 1.76] made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead.
621
 - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value.
622
 - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017):
623
                       - ShowTestWindow()                    -> use ShowDemoWindow()
624
                       - IsRootWindowFocused()               -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow)
625
                       - IsRootWindowOrAnyChildFocused()     -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows)
626
                       - SetNextWindowContentWidth(w)        -> use SetNextWindowContentSize(ImVec2(w, 0.0f)
627
                       - GetItemsLineHeightWithSpacing()     -> use GetFrameHeightWithSpacing()
628
                       - ImGuiCol_ChildWindowBg              -> use ImGuiCol_ChildBg
629
                       - ImGuiStyleVar_ChildWindowRounding   -> use ImGuiStyleVar_ChildRounding
630
                       - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap
631
                       - IMGUI_DISABLE_TEST_WINDOWS          -> use IMGUI_DISABLE_DEMO_WINDOWS
632
 - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely documented and rarely if ever used). Instead, we added an explicit PrimUnreserve() API.
633
 - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it).
634
 - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert.
635
 - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency.
636
 - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency.
637
 - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017):
638
                       - Begin() [old 5 args version]        -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed
639
                       - IsRootWindowOrAnyChildHovered()     -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows)
640
                       - AlignFirstTextHeightToWidgets()     -> use AlignTextToFramePadding()
641
                       - SetNextWindowPosCenter()            -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f)
642
                       - ImFont::Glyph                       -> use ImFontGlyph
643
 - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function.
644
                       if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix.
645
                       The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay).
646
                       If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you.
647
 - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete).
648
 - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete).
649
 - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names, or see how they were implemented until 1.71.
650
 - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have
651
                       overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering.
652
                       This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows.
653
                       Please reach out if you are affected.
654
 - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).
655
 - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c).
656
 - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now.
657
 - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete).
658
 - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete).
659
 - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete).
660
 - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value!
661
 - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already).
662
 - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead!
663
 - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete).
664
 - 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effects.
665
 - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags.
666
 - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files.
667
 - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete).
668
 - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h.
669
                       If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths.
670
 - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427)
671
 - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp.
672
                       NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED.
673
                       Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions.
674
 - 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent).
675
 - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete).
676
 - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly).
677
 - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges [update 1.67 renamed to ConfigWindowsResizeFromEdges] to enable the feature.
678
 - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency.
679
 - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time.
680
 - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete).
681
 - 2018/06/08 (1.62) - examples: the imgui_impl_XXX files have been split to separate platform (Win32, GLFW, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan,  etc.).
682
                       old backends will still work as is, however prefer using the separated backends as they will be updated to support multi-viewports.
683
                       when adopting new backends follow the main.cpp code of your preferred examples/ folder to know which functions to call.
684
                       in particular, note that old backends called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function.
685
 - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set.
686
 - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details.
687
 - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more.
688
                       If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format.
689
                       To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code.
690
                       If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to help you find them.
691
 - 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format",
692
                       consistent with other functions. Kept redirection functions (will obsolete).
693
 - 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value.
694
 - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some backend ahead of merging the Nav branch).
695
 - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now.
696
 - 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically.
697
 - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.
698
 - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.
699
 - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display.
700
 - 2018/02/07 (1.60) - reorganized context handling to be more explicit,
701
                       - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.
702
                       - removed Shutdown() function, as DestroyContext() serve this purpose.
703
                       - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance.
704
                       - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts.
705
                       - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts.
706
 - 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths.
707
 - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete).
708
 - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete).
709
 - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData.
710
 - 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side.
711
 - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete).
712
 - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags
713
 - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame.
714
 - 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set.
715
 - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete).
716
 - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete).
717
                     - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete).
718
 - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete).
719
 - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete).
720
 - 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed.
721
 - 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up.
722
                       Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions.
723
 - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency.
724
 - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg.
725
 - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding.
726
 - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows);
727
 - 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency.
728
 - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it.
729
 - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details.
730
                       removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting.
731
                         IsItemHoveredRect()        --> IsItemHovered(ImGuiHoveredFlags_RectOnly)
732
                         IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
733
                         IsMouseHoveringWindow()    --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior]
734
 - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead!
735
 - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete).
736
 - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete).
737
 - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete).
738
 - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your backend if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)".
739
 - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)!
740
                     - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete).
741
                     - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete).
742
 - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency.
743
 - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix.
744
 - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type.
745
 - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely.
746
 - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete).
747
 - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete).
748
 - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton().
749
 - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu.
750
                     - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options.
751
                     - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0))'
752
 - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse
753
 - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset.
754
 - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity.
755
 - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetID() and use it instead of passing string to BeginChild().
756
 - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it.
757
 - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc.
758
 - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully, breakage should be minimal.
759
 - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore.
760
                       If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar.
761
                       This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color:
762
                       ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); }
763
                       If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color.
764
 - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext().
765
 - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection.
766
 - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen).
767
 - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer.
768
 - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref GitHub issue #337).
769
 - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337)
770
 - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete).
771
 - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert.
772
 - 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you.
773
 - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis.
774
 - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete.
775
 - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position.
776
                       GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side.
777
                       GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out!
778
 - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize
779
 - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project.
780
 - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason
781
 - 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure.
782
                       you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text.
783
 - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost.
784
                       this necessary change will break your rendering function! the fix should be very easy. sorry for that :(
785
                     - if you are using a vanilla copy of one of the imgui_impl_XXX.cpp provided in the example, you just need to update your copy and you can ignore the rest.
786
                     - the signature of the io.RenderDrawListsFn handler has changed!
787
                       old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
788
                       new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data).
789
                         parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount'
790
                         ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new.
791
                         ImDrawCmd:  'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'.
792
                     - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer.
793
                     - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering!
794
                     - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade!
795
 - 2015/07/10 (1.43) - changed SameLine() parameters from int to float.
796
 - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete).
797
 - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount.
798
 - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence
799
 - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely used. Sorry!
800
 - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete).
801
 - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete).
802
 - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons.
803
 - 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the "open" state of a popup. BeginPopup() returns true if the popup is opened.
804
 - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same).
805
 - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50.
806
 - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API
807
 - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive.
808
 - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead.
809
 - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50.
810
 - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing
811
 - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50.
812
 - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing)
813
 - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50.
814
 - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once.
815
 - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now.
816
 - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior
817
 - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing()
818
 - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused)
819
 - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions.
820
 - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader.
821
 - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels.
822
                       - old:  const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..];
823
                       - new:  unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->SetTexID(YourTexIdentifier);
824
                       you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation.
825
 - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to call io.Fonts->SetTexID()
826
 - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix)
827
 - 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets
828
 - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver)
829
 - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph)
830
 - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility
831
 - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered()
832
 - 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly)
833
 - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity)
834
 - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale()
835
 - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn
836
 - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically)
837
 - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite
838
 - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes
839
840
841
 FREQUENTLY ASKED QUESTIONS (FAQ)
842
 ================================
843
844
 Read all answers online:
845
   https://www.dearimgui.com/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url)
846
 Read all answers locally (with a text editor or ideally a Markdown viewer):
847
   docs/FAQ.md
848
 Some answers are copied down here to facilitate searching in code.
849
850
 Q&A: Basics
851
 ===========
852
853
 Q: Where is the documentation?
854
 A: This library is poorly documented at the moment and expects the user to be acquainted with C/C++.
855
    - Run the examples/ applications and explore them.
856
    - Read Getting Started (https://github.com/ocornut/imgui/wiki/Getting-Started) guide.
857
    - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function.
858
    - The demo covers most features of Dear ImGui, so you can read the code and see its output.
859
    - See documentation and comments at the top of imgui.cpp + effectively imgui.h.
860
    - 20+ standalone example applications using e.g. OpenGL/DirectX are provided in the
861
      examples/ folder to explain how to integrate Dear ImGui with your own engine/application.
862
    - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links.
863
    - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful.
864
    - Your programming IDE is your friend, find the type or function declaration to find comments
865
      associated with it.
866
867
 Q: What is this library called?
868
 Q: Which version should I get?
869
 >> This library is called "Dear ImGui", please don't call it "ImGui" :)
870
 >> See https://www.dearimgui.com/faq for details.
871
872
 Q&A: Integration
873
 ================
874
875
 Q: How to get started?
876
 A: Read https://github.com/ocornut/imgui/wiki/Getting-Started. Read 'PROGRAMMER GUIDE' above. Read examples/README.txt.
877
878
 Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?
879
 A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
880
 >> See https://www.dearimgui.com/faq for a fully detailed answer. You really want to read this.
881
882
 Q. How can I enable keyboard or gamepad controls?
883
 Q: How can I use this on a machine without mouse, keyboard or screen? (input share, remote display)
884
 Q: I integrated Dear ImGui in my engine and little squares are showing instead of text...
885
 Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...
886
 Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...
887
 >> See https://www.dearimgui.com/faq
888
889
 Q&A: Usage
890
 ----------
891
892
 Q: About the ID Stack system..
893
   - Why is my widget not reacting when I click on it?
894
   - How can I have widgets with an empty label?
895
   - How can I have multiple widgets with the same label?
896
   - How can I have multiple windows with the same label?
897
 Q: How can I display an image? What is ImTextureID, how does it work?
898
 Q: How can I use my own math types instead of ImVec2?
899
 Q: How can I interact with standard C++ types (such as std::string and std::vector)?
900
 Q: How can I display custom shapes? (using low-level ImDrawList API)
901
 >> See https://www.dearimgui.com/faq
902
903
 Q&A: Fonts, Text
904
 ================
905
906
 Q: How should I handle DPI in my application?
907
 Q: How can I load a different font than the default?
908
 Q: How can I easily use icons in my application?
909
 Q: How can I load multiple fonts?
910
 Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
911
 >> See https://www.dearimgui.com/faq and https://github.com/ocornut/imgui/edit/master/docs/FONTS.md
912
913
 Q&A: Concerns
914
 =============
915
916
 Q: Who uses Dear ImGui?
917
 Q: Can you create elaborate/serious tools with Dear ImGui?
918
 Q: Can you reskin the look of Dear ImGui?
919
 Q: Why using C++ (as opposed to C)?
920
 >> See https://www.dearimgui.com/faq
921
922
 Q&A: Community
923
 ==============
924
925
 Q: How can I help?
926
 A: - Businesses: please reach out to "omar AT dearimgui DOT com" if you work in a place using Dear ImGui!
927
      We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts.
928
      This is among the most useful thing you can do for Dear ImGui. With increased funding, we sustain and grow work on this project.
929
      Also see https://github.com/ocornut/imgui/wiki/Sponsors
930
    - Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine.
931
    - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, and see how you want to help and can help!
932
    - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.
933
      You may post screenshot or links in the gallery threads. Visuals are ideal as they inspire other programmers.
934
      But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other teams and programmers with taking decisions.
935
    - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on GitHub or privately).
936
937
*/
938
939
//-------------------------------------------------------------------------
940
// [SECTION] INCLUDES
941
//-------------------------------------------------------------------------
942
943
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
944
#define _CRT_SECURE_NO_WARNINGS
945
#endif
946
947
#ifndef IMGUI_DEFINE_MATH_OPERATORS
948
#define IMGUI_DEFINE_MATH_OPERATORS
949
#endif
950
951
#include "imgui.h"
952
#ifndef IMGUI_DISABLE
953
#include "imgui_internal.h"
954
955
// System includes
956
#include <stdio.h>      // vsnprintf, sscanf, printf
957
#include <stdint.h>     // intptr_t
958
959
// [Windows] On non-Visual Studio compilers, we default to IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS unless explicitly enabled
960
#if defined(_WIN32) && !defined(_MSC_VER) && !defined(IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
961
#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
962
#endif
963
964
// [Windows] OS specific includes (optional)
965
#if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
966
#define IMGUI_DISABLE_WIN32_FUNCTIONS
967
#endif
968
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
969
#ifndef WIN32_LEAN_AND_MEAN
970
#define WIN32_LEAN_AND_MEAN
971
#endif
972
#ifndef NOMINMAX
973
#define NOMINMAX
974
#endif
975
#ifndef __MINGW32__
976
#include <Windows.h>        // _wfopen, OpenClipboard
977
#else
978
#include <windows.h>
979
#endif
980
#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have all Win32 functions
981
#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
982
#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
983
#endif
984
#endif
985
986
// [Apple] OS specific includes
987
#if defined(__APPLE__)
988
#include <TargetConditionals.h>
989
#endif
990
991
// Visual Studio warnings
992
#ifdef _MSC_VER
993
#pragma warning (disable: 4127)             // condition expression is constant
994
#pragma warning (disable: 4996)             // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
995
#if defined(_MSC_VER) && _MSC_VER >= 1922   // MSVC 2019 16.2 or later
996
#pragma warning (disable: 5054)             // operator '|': deprecated between enumerations of different types
997
#endif
998
#pragma warning (disable: 26451)            // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
999
#pragma warning (disable: 26495)            // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
1000
#pragma warning (disable: 26812)            // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).
1001
#endif
1002
1003
// Clang/GCC warnings with -Weverything
1004
#if defined(__clang__)
1005
#if __has_warning("-Wunknown-warning-option")
1006
#pragma clang diagnostic ignored "-Wunknown-warning-option"         // warning: unknown warning group 'xxx'                      // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
1007
#endif
1008
#pragma clang diagnostic ignored "-Wunknown-pragmas"                // warning: unknown warning group 'xxx'
1009
#pragma clang diagnostic ignored "-Wold-style-cast"                 // warning: use of old-style cast                            // yes, they are more terse.
1010
#pragma clang diagnostic ignored "-Wfloat-equal"                    // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.
1011
#pragma clang diagnostic ignored "-Wformat-nonliteral"              // warning: format string is not a string literal            // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
1012
#pragma clang diagnostic ignored "-Wexit-time-destructors"          // warning: declaration requires an exit-time destructor     // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.
1013
#pragma clang diagnostic ignored "-Wglobal-constructors"            // warning: declaration requires a global destructor         // similar to above, not sure what the exact difference is.
1014
#pragma clang diagnostic ignored "-Wsign-conversion"                // warning: implicit conversion changes signedness
1015
#pragma clang diagnostic ignored "-Wformat-pedantic"                // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic.
1016
#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast"       // warning: cast to 'void *' from smaller integer type 'int'
1017
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"  // warning: zero as null pointer constant                    // some standard header variations use #define NULL 0
1018
#pragma clang diagnostic ignored "-Wdouble-promotion"               // warning: implicit conversion from 'float' to 'double' when passing argument to function  // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
1019
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion"  // warning: implicit conversion from 'xxx' to 'float' may lose precision
1020
#elif defined(__GNUC__)
1021
// We disable -Wpragmas because GCC doesn't provide a has_warning equivalent and some forks/patches may not follow the warning/version association.
1022
#pragma GCC diagnostic ignored "-Wpragmas"                  // warning: unknown option after '#pragma GCC diagnostic' kind
1023
#pragma GCC diagnostic ignored "-Wunused-function"          // warning: 'xxxx' defined but not used
1024
#pragma GCC diagnostic ignored "-Wint-to-pointer-cast"      // warning: cast to pointer from integer of different size
1025
#pragma GCC diagnostic ignored "-Wformat"                   // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*'
1026
#pragma GCC diagnostic ignored "-Wdouble-promotion"         // warning: implicit conversion from 'float' to 'double' when passing argument to function
1027
#pragma GCC diagnostic ignored "-Wconversion"               // warning: conversion to 'xxxx' from 'xxxx' may alter its value
1028
#pragma GCC diagnostic ignored "-Wformat-nonliteral"        // warning: format not a string literal, format string not checked
1029
#pragma GCC diagnostic ignored "-Wstrict-overflow"          // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false
1030
#pragma GCC diagnostic ignored "-Wclass-memaccess"          // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
1031
#endif
1032
1033
// Debug options
1034
0
#define IMGUI_DEBUG_NAV_SCORING     0   // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL
1035
#define IMGUI_DEBUG_NAV_RECTS       0   // Display the reference navigation rectangle for each window
1036
1037
// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch.
1038
static const float NAV_WINDOWING_HIGHLIGHT_DELAY            = 0.20f;    // Time before the highlight and screen dimming starts fading in
1039
static const float NAV_WINDOWING_LIST_APPEAR_DELAY          = 0.15f;    // Time before the window list starts to appear
1040
1041
// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend)
1042
static const float WINDOWS_HOVER_PADDING                    = 4.0f;     // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow().
1043
static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f;    // Reduce visual noise by only highlighting the border after a certain time.
1044
static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER    = 0.70f;    // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.
1045
1046
// Tooltip offset
1047
static const ImVec2 TOOLTIP_DEFAULT_OFFSET = ImVec2(16, 10);            // Multiplied by g.Style.MouseCursorScale
1048
1049
// Docking
1050
static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA        = 0.50f;    // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport.
1051
1052
//-------------------------------------------------------------------------
1053
// [SECTION] FORWARD DECLARATIONS
1054
//-------------------------------------------------------------------------
1055
1056
static void             SetCurrentWindow(ImGuiWindow* window);
1057
static void             FindHoveredWindow();
1058
static ImGuiWindow*     CreateNewWindow(const char* name, ImGuiWindowFlags flags);
1059
static ImVec2           CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window);
1060
1061
static void             AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
1062
1063
// Settings
1064
static void             WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);
1065
static void*            WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
1066
static void             WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);
1067
static void             WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);
1068
static void             WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf);
1069
1070
// Platform Dependents default implementation for IO functions
1071
static const char*      GetClipboardTextFn_DefaultImpl(void* user_data_ctx);
1072
static void             SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text);
1073
static void             SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data);
1074
1075
namespace ImGui
1076
{
1077
// Navigation
1078
static void             NavUpdate();
1079
static void             NavUpdateWindowing();
1080
static void             NavUpdateWindowingOverlay();
1081
static void             NavUpdateCancelRequest();
1082
static void             NavUpdateCreateMoveRequest();
1083
static void             NavUpdateCreateTabbingRequest();
1084
static float            NavUpdatePageUpPageDown();
1085
static inline void      NavUpdateAnyRequestFlag();
1086
static void             NavUpdateCreateWrappingRequest();
1087
static void             NavEndFrame();
1088
static bool             NavScoreItem(ImGuiNavItemData* result);
1089
static void             NavApplyItemToResult(ImGuiNavItemData* result);
1090
static void             NavProcessItem();
1091
static void             NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags);
1092
static ImVec2           NavCalcPreferredRefPos();
1093
static void             NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window);
1094
static ImGuiWindow*     NavRestoreLastChildNavWindow(ImGuiWindow* window);
1095
static void             NavRestoreLayer(ImGuiNavLayer layer);
1096
static int              FindWindowFocusIndex(ImGuiWindow* window);
1097
1098
// Error Checking and Debug Tools
1099
static void             ErrorCheckNewFrameSanityChecks();
1100
static void             ErrorCheckEndFrameSanityChecks();
1101
static void             UpdateDebugToolItemPicker();
1102
static void             UpdateDebugToolStackQueries();
1103
1104
// Inputs
1105
static void             UpdateKeyboardInputs();
1106
static void             UpdateMouseInputs();
1107
static void             UpdateMouseWheel();
1108
static void             UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt);
1109
1110
// Misc
1111
static void             UpdateSettings();
1112
static bool             UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect);
1113
static void             RenderWindowOuterBorders(ImGuiWindow* window);
1114
static void             RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size);
1115
static void             RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open);
1116
static void             RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col);
1117
static void             RenderDimmedBackgrounds();
1118
1119
// Viewports
1120
const ImGuiID           IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter.
1121
static ImGuiViewportP*  AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& platform_pos, const ImVec2& size, ImGuiViewportFlags flags);
1122
static void             DestroyViewport(ImGuiViewportP* viewport);
1123
static void             UpdateViewportsNewFrame();
1124
static void             UpdateViewportsEndFrame();
1125
static void             WindowSelectViewport(ImGuiWindow* window);
1126
static void             WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack);
1127
static bool             UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport);
1128
static bool             UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window);
1129
static bool             GetWindowAlwaysWantOwnViewport(ImGuiWindow* window);
1130
static int              FindPlatformMonitorForPos(const ImVec2& pos);
1131
static int              FindPlatformMonitorForRect(const ImRect& r);
1132
static void             UpdateViewportPlatformMonitor(ImGuiViewportP* viewport);
1133
1134
}
1135
1136
//-----------------------------------------------------------------------------
1137
// [SECTION] CONTEXT AND MEMORY ALLOCATORS
1138
//-----------------------------------------------------------------------------
1139
1140
// DLL users:
1141
// - Heaps and globals are not shared across DLL boundaries!
1142
// - You will need to call SetCurrentContext() + SetAllocatorFunctions() for each static/DLL boundary you are calling from.
1143
// - Same applies for hot-reloading mechanisms that are reliant on reloading DLL (note that many hot-reloading mechanisms work without DLL).
1144
// - Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
1145
// - Confused? In a debugger: add GImGui to your watch window and notice how its value changes depending on your current location (which DLL boundary you are in).
1146
1147
// Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL.
1148
// - ImGui::CreateContext() will automatically set this pointer if it is NULL.
1149
//   Change to a different context by calling ImGui::SetCurrentContext().
1150
// - Important: Dear ImGui functions are not thread-safe because of this pointer.
1151
//   If you want thread-safety to allow N threads to access N different contexts:
1152
//   - Change this variable to use thread local storage so each thread can refer to a different context, in your imconfig.h:
1153
//         struct ImGuiContext;
1154
//         extern thread_local ImGuiContext* MyImGuiTLS;
1155
//         #define GImGui MyImGuiTLS
1156
//     And then define MyImGuiTLS in one of your cpp files. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword.
1157
//   - Future development aims to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586
1158
//   - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from a different namespace.
1159
// - DLL users: read comments above.
1160
#ifndef GImGui
1161
ImGuiContext*   GImGui = NULL;
1162
#endif
1163
1164
// Memory Allocator functions. Use SetAllocatorFunctions() to change them.
1165
// - You probably don't want to modify that mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction.
1166
// - DLL users: read comments above.
1167
#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS
1168
0
static void*   MallocWrapper(size_t size, void* user_data)    { IM_UNUSED(user_data); return malloc(size); }
1169
0
static void    FreeWrapper(void* ptr, void* user_data)        { IM_UNUSED(user_data); free(ptr); }
1170
#else
1171
static void*   MallocWrapper(size_t size, void* user_data)    { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; }
1172
static void    FreeWrapper(void* ptr, void* user_data)        { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); }
1173
#endif
1174
static ImGuiMemAllocFunc    GImAllocatorAllocFunc = MallocWrapper;
1175
static ImGuiMemFreeFunc     GImAllocatorFreeFunc = FreeWrapper;
1176
static void*                GImAllocatorUserData = NULL;
1177
1178
//-----------------------------------------------------------------------------
1179
// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
1180
//-----------------------------------------------------------------------------
1181
1182
ImGuiStyle::ImGuiStyle()
1183
0
{
1184
0
    Alpha                   = 1.0f;             // Global alpha applies to everything in Dear ImGui.
1185
0
    DisabledAlpha           = 0.60f;            // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
1186
0
    WindowPadding           = ImVec2(8,8);      // Padding within a window
1187
0
    WindowRounding          = 0.0f;             // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
1188
0
    WindowBorderSize        = 1.0f;             // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1189
0
    WindowMinSize           = ImVec2(32,32);    // Minimum window size
1190
0
    WindowTitleAlign        = ImVec2(0.0f,0.5f);// Alignment for title bar text
1191
0
    WindowMenuButtonPosition= ImGuiDir_Left;    // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left.
1192
0
    ChildRounding           = 0.0f;             // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows
1193
0
    ChildBorderSize         = 1.0f;             // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1194
0
    PopupRounding           = 0.0f;             // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows
1195
0
    PopupBorderSize         = 1.0f;             // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1196
0
    FramePadding            = ImVec2(4,3);      // Padding within a framed rectangle (used by most widgets)
1197
0
    FrameRounding           = 0.0f;             // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets).
1198
0
    FrameBorderSize         = 0.0f;             // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested.
1199
0
    ItemSpacing             = ImVec2(8,4);      // Horizontal and vertical spacing between widgets/lines
1200
0
    ItemInnerSpacing        = ImVec2(4,4);      // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
1201
0
    CellPadding             = ImVec2(4,2);      // Padding within a table cell. CellPadding.y may be altered between different rows.
1202
0
    TouchExtraPadding       = ImVec2(0,0);      // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
1203
0
    IndentSpacing           = 21.0f;            // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
1204
0
    ColumnsMinSpacing       = 6.0f;             // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
1205
0
    ScrollbarSize           = 14.0f;            // Width of the vertical scrollbar, Height of the horizontal scrollbar
1206
0
    ScrollbarRounding       = 9.0f;             // Radius of grab corners rounding for scrollbar
1207
0
    GrabMinSize             = 12.0f;            // Minimum width/height of a grab box for slider/scrollbar
1208
0
    GrabRounding            = 0.0f;             // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
1209
0
    LogSliderDeadzone       = 4.0f;             // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
1210
0
    TabRounding             = 4.0f;             // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
1211
0
    TabBorderSize           = 0.0f;             // Thickness of border around tabs.
1212
0
    TabMinWidthForCloseButton = 0.0f;           // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
1213
0
    TabBarBorderSize        = 1.0f;             // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
1214
0
    TableAngledHeadersAngle = 35.0f * (IM_PI / 180.0f); // Angle of angled headers (supported values range from -50 degrees to +50 degrees).
1215
0
    ColorButtonPosition     = ImGuiDir_Right;   // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
1216
0
    ButtonTextAlign         = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
1217
0
    SelectableTextAlign     = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
1218
0
    SeparatorTextBorderSize = 3.0f;             // Thickkness of border in SeparatorText()
1219
0
    SeparatorTextAlign      = ImVec2(0.0f,0.5f);// Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
1220
0
    SeparatorTextPadding    = ImVec2(20.0f,3.f);// Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y.
1221
0
    DisplayWindowPadding    = ImVec2(19,19);    // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
1222
0
    DisplaySafeAreaPadding  = ImVec2(3,3);      // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
1223
0
    DockingSeparatorSize    = 2.0f;             // Thickness of resizing border between docked windows
1224
0
    MouseCursorScale        = 1.0f;             // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
1225
0
    AntiAliasedLines        = true;             // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU.
1226
0
    AntiAliasedLinesUseTex  = true;             // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
1227
0
    AntiAliasedFill         = true;             // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.).
1228
0
    CurveTessellationTol    = 1.25f;            // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
1229
0
    CircleTessellationMaxError = 0.30f;         // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
1230
1231
    // Behaviors
1232
0
    HoverStationaryDelay    = 0.15f;            // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary.
1233
0
    HoverDelayShort         = 0.15f;            // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay.
1234
0
    HoverDelayNormal        = 0.40f;            // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). "
1235
0
    HoverFlagsForTooltipMouse = ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_AllowWhenDisabled;    // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.
1236
0
    HoverFlagsForTooltipNav = ImGuiHoveredFlags_NoSharedDelay | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_AllowWhenDisabled;  // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.
1237
1238
    // Default theme
1239
0
    ImGui::StyleColorsDark(this);
1240
0
}
1241
1242
// To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you.
1243
// Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times.
1244
void ImGuiStyle::ScaleAllSizes(float scale_factor)
1245
0
{
1246
0
    WindowPadding = ImTrunc(WindowPadding * scale_factor);
1247
0
    WindowRounding = ImTrunc(WindowRounding * scale_factor);
1248
0
    WindowMinSize = ImTrunc(WindowMinSize * scale_factor);
1249
0
    ChildRounding = ImTrunc(ChildRounding * scale_factor);
1250
0
    PopupRounding = ImTrunc(PopupRounding * scale_factor);
1251
0
    FramePadding = ImTrunc(FramePadding * scale_factor);
1252
0
    FrameRounding = ImTrunc(FrameRounding * scale_factor);
1253
0
    ItemSpacing = ImTrunc(ItemSpacing * scale_factor);
1254
0
    ItemInnerSpacing = ImTrunc(ItemInnerSpacing * scale_factor);
1255
0
    CellPadding = ImTrunc(CellPadding * scale_factor);
1256
0
    TouchExtraPadding = ImTrunc(TouchExtraPadding * scale_factor);
1257
0
    IndentSpacing = ImTrunc(IndentSpacing * scale_factor);
1258
0
    ColumnsMinSpacing = ImTrunc(ColumnsMinSpacing * scale_factor);
1259
0
    ScrollbarSize = ImTrunc(ScrollbarSize * scale_factor);
1260
0
    ScrollbarRounding = ImTrunc(ScrollbarRounding * scale_factor);
1261
0
    GrabMinSize = ImTrunc(GrabMinSize * scale_factor);
1262
0
    GrabRounding = ImTrunc(GrabRounding * scale_factor);
1263
0
    LogSliderDeadzone = ImTrunc(LogSliderDeadzone * scale_factor);
1264
0
    TabRounding = ImTrunc(TabRounding * scale_factor);
1265
0
    TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImTrunc(TabMinWidthForCloseButton * scale_factor) : FLT_MAX;
1266
0
    SeparatorTextPadding = ImTrunc(SeparatorTextPadding * scale_factor);
1267
0
    DockingSeparatorSize = ImTrunc(DockingSeparatorSize * scale_factor);
1268
0
    DisplayWindowPadding = ImTrunc(DisplayWindowPadding * scale_factor);
1269
0
    DisplaySafeAreaPadding = ImTrunc(DisplaySafeAreaPadding * scale_factor);
1270
0
    MouseCursorScale = ImTrunc(MouseCursorScale * scale_factor);
1271
0
}
1272
1273
ImGuiIO::ImGuiIO()
1274
0
{
1275
    // Most fields are initialized with zero
1276
0
    memset(this, 0, sizeof(*this));
1277
0
    IM_STATIC_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT);
1278
1279
    // Settings
1280
0
    ConfigFlags = ImGuiConfigFlags_None;
1281
0
    BackendFlags = ImGuiBackendFlags_None;
1282
0
    DisplaySize = ImVec2(-1.0f, -1.0f);
1283
0
    DeltaTime = 1.0f / 60.0f;
1284
0
    IniSavingRate = 5.0f;
1285
0
    IniFilename = "imgui.ini"; // Important: "imgui.ini" is relative to current working dir, most apps will want to lock this to an absolute path (e.g. same path as executables).
1286
0
    LogFilename = "imgui_log.txt";
1287
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1288
    for (int i = 0; i < ImGuiKey_COUNT; i++)
1289
        KeyMap[i] = -1;
1290
#endif
1291
0
    UserData = NULL;
1292
1293
0
    Fonts = NULL;
1294
0
    FontGlobalScale = 1.0f;
1295
0
    FontDefault = NULL;
1296
0
    FontAllowUserScaling = false;
1297
0
    DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
1298
1299
    // Docking options (when ImGuiConfigFlags_DockingEnable is set)
1300
0
    ConfigDockingNoSplit = false;
1301
0
    ConfigDockingWithShift = false;
1302
0
    ConfigDockingAlwaysTabBar = false;
1303
0
    ConfigDockingTransparentPayload = false;
1304
1305
    // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set)
1306
0
    ConfigViewportsNoAutoMerge = false;
1307
0
    ConfigViewportsNoTaskBarIcon = false;
1308
0
    ConfigViewportsNoDecoration = true;
1309
0
    ConfigViewportsNoDefaultParent = false;
1310
1311
    // Miscellaneous options
1312
0
    MouseDrawCursor = false;
1313
#ifdef __APPLE__
1314
    ConfigMacOSXBehaviors = true;  // Set Mac OS X style defaults based on __APPLE__ compile time flag
1315
#else
1316
0
    ConfigMacOSXBehaviors = false;
1317
0
#endif
1318
0
    ConfigInputTrickleEventQueue = true;
1319
0
    ConfigInputTextCursorBlink = true;
1320
0
    ConfigInputTextEnterKeepActive = false;
1321
0
    ConfigDragClickToInputText = false;
1322
0
    ConfigWindowsResizeFromEdges = true;
1323
0
    ConfigWindowsMoveFromTitleBarOnly = false;
1324
0
    ConfigMemoryCompactTimer = 60.0f;
1325
0
    ConfigDebugBeginReturnValueOnce = false;
1326
0
    ConfigDebugBeginReturnValueLoop = false;
1327
1328
    // Inputs Behaviors
1329
0
    MouseDoubleClickTime = 0.30f;
1330
0
    MouseDoubleClickMaxDist = 6.0f;
1331
0
    MouseDragThreshold = 6.0f;
1332
0
    KeyRepeatDelay = 0.275f;
1333
0
    KeyRepeatRate = 0.050f;
1334
1335
    // Platform Functions
1336
    // Note: Initialize() will setup default clipboard/ime handlers.
1337
0
    BackendPlatformName = BackendRendererName = NULL;
1338
0
    BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL;
1339
0
    PlatformLocaleDecimalPoint = '.';
1340
1341
    // Input (NB: we already have memset zero the entire structure!)
1342
0
    MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
1343
0
    MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX);
1344
0
    MouseSource = ImGuiMouseSource_Mouse;
1345
0
    for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f;
1346
0
    for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; }
1347
0
    AppAcceptingEvents = true;
1348
0
    BackendUsingLegacyKeyArrays = (ImS8)-1;
1349
0
    BackendUsingLegacyNavInputArray = true; // assume using legacy array until proven wrong
1350
0
}
1351
1352
// Pass in translated ASCII characters for text input.
1353
// - with glfw you can get those from the callback set in glfwSetCharCallback()
1354
// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message
1355
// FIXME: Should in theory be called "AddCharacterEvent()" to be consistent with new API
1356
void ImGuiIO::AddInputCharacter(unsigned int c)
1357
0
{
1358
0
    IM_ASSERT(Ctx != NULL);
1359
0
    ImGuiContext& g = *Ctx;
1360
0
    if (c == 0 || !AppAcceptingEvents)
1361
0
        return;
1362
1363
0
    ImGuiInputEvent e;
1364
0
    e.Type = ImGuiInputEventType_Text;
1365
0
    e.Source = ImGuiInputSource_Keyboard;
1366
0
    e.EventId = g.InputEventsNextEventId++;
1367
0
    e.Text.Char = c;
1368
0
    g.InputEventsQueue.push_back(e);
1369
0
}
1370
1371
// UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so
1372
// we should save the high surrogate.
1373
void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c)
1374
0
{
1375
0
    if ((c == 0 && InputQueueSurrogate == 0) || !AppAcceptingEvents)
1376
0
        return;
1377
1378
0
    if ((c & 0xFC00) == 0xD800) // High surrogate, must save
1379
0
    {
1380
0
        if (InputQueueSurrogate != 0)
1381
0
            AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);
1382
0
        InputQueueSurrogate = c;
1383
0
        return;
1384
0
    }
1385
1386
0
    ImWchar cp = c;
1387
0
    if (InputQueueSurrogate != 0)
1388
0
    {
1389
0
        if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate
1390
0
        {
1391
0
            AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);
1392
0
        }
1393
0
        else
1394
0
        {
1395
0
#if IM_UNICODE_CODEPOINT_MAX == 0xFFFF
1396
0
            cp = IM_UNICODE_CODEPOINT_INVALID; // Codepoint will not fit in ImWchar
1397
#else
1398
            cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000);
1399
#endif
1400
0
        }
1401
1402
0
        InputQueueSurrogate = 0;
1403
0
    }
1404
0
    AddInputCharacter((unsigned)cp);
1405
0
}
1406
1407
void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
1408
0
{
1409
0
    if (!AppAcceptingEvents)
1410
0
        return;
1411
0
    while (*utf8_chars != 0)
1412
0
    {
1413
0
        unsigned int c = 0;
1414
0
        utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL);
1415
0
        AddInputCharacter(c);
1416
0
    }
1417
0
}
1418
1419
// Clear all incoming events.
1420
void ImGuiIO::ClearEventsQueue()
1421
0
{
1422
0
    IM_ASSERT(Ctx != NULL);
1423
0
    ImGuiContext& g = *Ctx;
1424
0
    g.InputEventsQueue.clear();
1425
0
}
1426
1427
// Clear current keyboard/mouse/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
1428
void ImGuiIO::ClearInputKeys()
1429
0
{
1430
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1431
    memset(KeysDown, 0, sizeof(KeysDown));
1432
#endif
1433
0
    for (int n = 0; n < IM_ARRAYSIZE(KeysData); n++)
1434
0
    {
1435
0
        KeysData[n].Down             = false;
1436
0
        KeysData[n].DownDuration     = -1.0f;
1437
0
        KeysData[n].DownDurationPrev = -1.0f;
1438
0
    }
1439
0
    KeyCtrl = KeyShift = KeyAlt = KeySuper = false;
1440
0
    KeyMods = ImGuiMod_None;
1441
0
    MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
1442
0
    for (int n = 0; n < IM_ARRAYSIZE(MouseDown); n++)
1443
0
    {
1444
0
        MouseDown[n] = false;
1445
0
        MouseDownDuration[n] = MouseDownDurationPrev[n] = -1.0f;
1446
0
    }
1447
0
    MouseWheel = MouseWheelH = 0.0f;
1448
0
    InputQueueCharacters.resize(0); // Behavior of old ClearInputCharacters().
1449
0
}
1450
1451
// Removed this as it is ambiguous/misleading and generally incorrect to use with the existence of a higher-level input queue.
1452
// Current frame character buffer is now also cleared by ClearInputKeys().
1453
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1454
void ImGuiIO::ClearInputCharacters()
1455
{
1456
    InputQueueCharacters.resize(0);
1457
}
1458
#endif
1459
1460
static ImGuiInputEvent* FindLatestInputEvent(ImGuiContext* ctx, ImGuiInputEventType type, int arg = -1)
1461
0
{
1462
0
    ImGuiContext& g = *ctx;
1463
0
    for (int n = g.InputEventsQueue.Size - 1; n >= 0; n--)
1464
0
    {
1465
0
        ImGuiInputEvent* e = &g.InputEventsQueue[n];
1466
0
        if (e->Type != type)
1467
0
            continue;
1468
0
        if (type == ImGuiInputEventType_Key && e->Key.Key != arg)
1469
0
            continue;
1470
0
        if (type == ImGuiInputEventType_MouseButton && e->MouseButton.Button != arg)
1471
0
            continue;
1472
0
        return e;
1473
0
    }
1474
0
    return NULL;
1475
0
}
1476
1477
// Queue a new key down/up event.
1478
// - ImGuiKey key:       Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
1479
// - bool down:          Is the key down? use false to signify a key release.
1480
// - float analog_value: 0.0f..1.0f
1481
// IMPORTANT: THIS FUNCTION AND OTHER "ADD" GRABS THE CONTEXT FROM OUR INSTANCE.
1482
// WE NEED TO ENSURE THAT ALL FUNCTION CALLS ARE FULLFILLING THIS, WHICH IS WHY GetKeyData() HAS AN EXPLICIT CONTEXT.
1483
void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value)
1484
0
{
1485
    //if (e->Down) { IMGUI_DEBUG_LOG_IO("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); }
1486
0
    IM_ASSERT(Ctx != NULL);
1487
0
    if (key == ImGuiKey_None || !AppAcceptingEvents)
1488
0
        return;
1489
0
    ImGuiContext& g = *Ctx;
1490
0
    IM_ASSERT(ImGui::IsNamedKeyOrModKey(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API.
1491
0
    IM_ASSERT(ImGui::IsAliasKey(key) == false); // Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events.
1492
0
    IM_ASSERT(key != ImGuiMod_Shortcut); // We could easily support the translation here but it seems saner to not accept it (TestEngine perform a translation itself)
1493
1494
    // Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data.
1495
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1496
    IM_ASSERT((BackendUsingLegacyKeyArrays == -1 || BackendUsingLegacyKeyArrays == 0) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
1497
    if (BackendUsingLegacyKeyArrays == -1)
1498
        for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
1499
            IM_ASSERT(KeyMap[n] == -1 && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
1500
    BackendUsingLegacyKeyArrays = 0;
1501
#endif
1502
0
    if (ImGui::IsGamepadKey(key))
1503
0
        BackendUsingLegacyNavInputArray = false;
1504
1505
    // Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed)
1506
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)key);
1507
0
    const ImGuiKeyData* key_data = ImGui::GetKeyData(&g, key);
1508
0
    const bool latest_key_down = latest_event ? latest_event->Key.Down : key_data->Down;
1509
0
    const float latest_key_analog = latest_event ? latest_event->Key.AnalogValue : key_data->AnalogValue;
1510
0
    if (latest_key_down == down && latest_key_analog == analog_value)
1511
0
        return;
1512
1513
    // Add event
1514
0
    ImGuiInputEvent e;
1515
0
    e.Type = ImGuiInputEventType_Key;
1516
0
    e.Source = ImGui::IsGamepadKey(key) ? ImGuiInputSource_Gamepad : ImGuiInputSource_Keyboard;
1517
0
    e.EventId = g.InputEventsNextEventId++;
1518
0
    e.Key.Key = key;
1519
0
    e.Key.Down = down;
1520
0
    e.Key.AnalogValue = analog_value;
1521
0
    g.InputEventsQueue.push_back(e);
1522
0
}
1523
1524
void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down)
1525
0
{
1526
0
    if (!AppAcceptingEvents)
1527
0
        return;
1528
0
    AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f);
1529
0
}
1530
1531
// [Optional] Call after AddKeyEvent().
1532
// Specify native keycode, scancode + Specify index for legacy <1.87 IsKeyXXX() functions with native indices.
1533
// If you are writing a backend in 2022 or don't use IsKeyXXX() with native values that are not ImGuiKey values, you can avoid calling this.
1534
void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index)
1535
0
{
1536
0
    if (key == ImGuiKey_None)
1537
0
        return;
1538
0
    IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512
1539
0
    IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey((ImGuiKey)native_legacy_index)); // >= 0 && <= 511
1540
0
    IM_UNUSED(native_keycode);  // Yet unused
1541
0
    IM_UNUSED(native_scancode); // Yet unused
1542
1543
    // Build native->imgui map so old user code can still call key functions with native 0..511 values.
1544
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1545
    const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode;
1546
    if (!ImGui::IsLegacyKey((ImGuiKey)legacy_key))
1547
        return;
1548
    KeyMap[legacy_key] = key;
1549
    KeyMap[key] = legacy_key;
1550
#else
1551
0
    IM_UNUSED(key);
1552
0
    IM_UNUSED(native_legacy_index);
1553
0
#endif
1554
0
}
1555
1556
// Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
1557
void ImGuiIO::SetAppAcceptingEvents(bool accepting_events)
1558
0
{
1559
0
    AppAcceptingEvents = accepting_events;
1560
0
}
1561
1562
// Queue a mouse move event
1563
void ImGuiIO::AddMousePosEvent(float x, float y)
1564
0
{
1565
0
    IM_ASSERT(Ctx != NULL);
1566
0
    ImGuiContext& g = *Ctx;
1567
0
    if (!AppAcceptingEvents)
1568
0
        return;
1569
1570
    // Apply same flooring as UpdateMouseInputs()
1571
0
    ImVec2 pos((x > -FLT_MAX) ? ImFloor(x) : x, (y > -FLT_MAX) ? ImFloor(y) : y);
1572
1573
    // Filter duplicate
1574
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MousePos);
1575
0
    const ImVec2 latest_pos = latest_event ? ImVec2(latest_event->MousePos.PosX, latest_event->MousePos.PosY) : g.IO.MousePos;
1576
0
    if (latest_pos.x == pos.x && latest_pos.y == pos.y)
1577
0
        return;
1578
1579
0
    ImGuiInputEvent e;
1580
0
    e.Type = ImGuiInputEventType_MousePos;
1581
0
    e.Source = ImGuiInputSource_Mouse;
1582
0
    e.EventId = g.InputEventsNextEventId++;
1583
0
    e.MousePos.PosX = pos.x;
1584
0
    e.MousePos.PosY = pos.y;
1585
0
    e.MousePos.MouseSource = g.InputEventsNextMouseSource;
1586
0
    g.InputEventsQueue.push_back(e);
1587
0
}
1588
1589
void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down)
1590
0
{
1591
0
    IM_ASSERT(Ctx != NULL);
1592
0
    ImGuiContext& g = *Ctx;
1593
0
    IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT);
1594
0
    if (!AppAcceptingEvents)
1595
0
        return;
1596
1597
    // Filter duplicate
1598
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseButton, (int)mouse_button);
1599
0
    const bool latest_button_down = latest_event ? latest_event->MouseButton.Down : g.IO.MouseDown[mouse_button];
1600
0
    if (latest_button_down == down)
1601
0
        return;
1602
1603
0
    ImGuiInputEvent e;
1604
0
    e.Type = ImGuiInputEventType_MouseButton;
1605
0
    e.Source = ImGuiInputSource_Mouse;
1606
0
    e.EventId = g.InputEventsNextEventId++;
1607
0
    e.MouseButton.Button = mouse_button;
1608
0
    e.MouseButton.Down = down;
1609
0
    e.MouseButton.MouseSource = g.InputEventsNextMouseSource;
1610
0
    g.InputEventsQueue.push_back(e);
1611
0
}
1612
1613
// Queue a mouse wheel event (some mouse/API may only have a Y component)
1614
void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y)
1615
0
{
1616
0
    IM_ASSERT(Ctx != NULL);
1617
0
    ImGuiContext& g = *Ctx;
1618
1619
    // Filter duplicate (unlike most events, wheel values are relative and easy to filter)
1620
0
    if (!AppAcceptingEvents || (wheel_x == 0.0f && wheel_y == 0.0f))
1621
0
        return;
1622
1623
0
    ImGuiInputEvent e;
1624
0
    e.Type = ImGuiInputEventType_MouseWheel;
1625
0
    e.Source = ImGuiInputSource_Mouse;
1626
0
    e.EventId = g.InputEventsNextEventId++;
1627
0
    e.MouseWheel.WheelX = wheel_x;
1628
0
    e.MouseWheel.WheelY = wheel_y;
1629
0
    e.MouseWheel.MouseSource = g.InputEventsNextMouseSource;
1630
0
    g.InputEventsQueue.push_back(e);
1631
0
}
1632
1633
// This is not a real event, the data is latched in order to be stored in actual Mouse events.
1634
// This is so that duplicate events (e.g. Windows sending extraneous WM_MOUSEMOVE) gets filtered and are not leading to actual source changes.
1635
void ImGuiIO::AddMouseSourceEvent(ImGuiMouseSource source)
1636
0
{
1637
0
    IM_ASSERT(Ctx != NULL);
1638
0
    ImGuiContext& g = *Ctx;
1639
0
    g.InputEventsNextMouseSource = source;
1640
0
}
1641
1642
void ImGuiIO::AddMouseViewportEvent(ImGuiID viewport_id)
1643
0
{
1644
0
    IM_ASSERT(Ctx != NULL);
1645
0
    ImGuiContext& g = *Ctx;
1646
    //IM_ASSERT(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport);
1647
0
    if (!AppAcceptingEvents)
1648
0
        return;
1649
1650
    // Filter duplicate
1651
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseViewport);
1652
0
    const ImGuiID latest_viewport_id = latest_event ? latest_event->MouseViewport.HoveredViewportID : g.IO.MouseHoveredViewport;
1653
0
    if (latest_viewport_id == viewport_id)
1654
0
        return;
1655
1656
0
    ImGuiInputEvent e;
1657
0
    e.Type = ImGuiInputEventType_MouseViewport;
1658
0
    e.Source = ImGuiInputSource_Mouse;
1659
0
    e.MouseViewport.HoveredViewportID = viewport_id;
1660
0
    g.InputEventsQueue.push_back(e);
1661
0
}
1662
1663
void ImGuiIO::AddFocusEvent(bool focused)
1664
0
{
1665
0
    IM_ASSERT(Ctx != NULL);
1666
0
    ImGuiContext& g = *Ctx;
1667
1668
    // Filter duplicate
1669
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Focus);
1670
0
    const bool latest_focused = latest_event ? latest_event->AppFocused.Focused : !g.IO.AppFocusLost;
1671
0
    if (latest_focused == focused || (ConfigDebugIgnoreFocusLoss && !focused))
1672
0
        return;
1673
1674
0
    ImGuiInputEvent e;
1675
0
    e.Type = ImGuiInputEventType_Focus;
1676
0
    e.EventId = g.InputEventsNextEventId++;
1677
0
    e.AppFocused.Focused = focused;
1678
0
    g.InputEventsQueue.push_back(e);
1679
0
}
1680
1681
//-----------------------------------------------------------------------------
1682
// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
1683
//-----------------------------------------------------------------------------
1684
1685
ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments)
1686
0
{
1687
0
    IM_ASSERT(num_segments > 0); // Use ImBezierCubicClosestPointCasteljau()
1688
0
    ImVec2 p_last = p1;
1689
0
    ImVec2 p_closest;
1690
0
    float p_closest_dist2 = FLT_MAX;
1691
0
    float t_step = 1.0f / (float)num_segments;
1692
0
    for (int i_step = 1; i_step <= num_segments; i_step++)
1693
0
    {
1694
0
        ImVec2 p_current = ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step);
1695
0
        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
1696
0
        float dist2 = ImLengthSqr(p - p_line);
1697
0
        if (dist2 < p_closest_dist2)
1698
0
        {
1699
0
            p_closest = p_line;
1700
0
            p_closest_dist2 = dist2;
1701
0
        }
1702
0
        p_last = p_current;
1703
0
    }
1704
0
    return p_closest;
1705
0
}
1706
1707
// Closely mimics PathBezierToCasteljau() in imgui_draw.cpp
1708
static void ImBezierCubicClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)
1709
0
{
1710
0
    float dx = x4 - x1;
1711
0
    float dy = y4 - y1;
1712
0
    float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);
1713
0
    float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);
1714
0
    d2 = (d2 >= 0) ? d2 : -d2;
1715
0
    d3 = (d3 >= 0) ? d3 : -d3;
1716
0
    if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy))
1717
0
    {
1718
0
        ImVec2 p_current(x4, y4);
1719
0
        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
1720
0
        float dist2 = ImLengthSqr(p - p_line);
1721
0
        if (dist2 < p_closest_dist2)
1722
0
        {
1723
0
            p_closest = p_line;
1724
0
            p_closest_dist2 = dist2;
1725
0
        }
1726
0
        p_last = p_current;
1727
0
    }
1728
0
    else if (level < 10)
1729
0
    {
1730
0
        float x12 = (x1 + x2)*0.5f,       y12 = (y1 + y2)*0.5f;
1731
0
        float x23 = (x2 + x3)*0.5f,       y23 = (y2 + y3)*0.5f;
1732
0
        float x34 = (x3 + x4)*0.5f,       y34 = (y3 + y4)*0.5f;
1733
0
        float x123 = (x12 + x23)*0.5f,    y123 = (y12 + y23)*0.5f;
1734
0
        float x234 = (x23 + x34)*0.5f,    y234 = (y23 + y34)*0.5f;
1735
0
        float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f;
1736
0
        ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);
1737
0
        ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);
1738
0
    }
1739
0
}
1740
1741
// tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol
1742
// Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically.
1743
ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol)
1744
0
{
1745
0
    IM_ASSERT(tess_tol > 0.0f);
1746
0
    ImVec2 p_last = p1;
1747
0
    ImVec2 p_closest;
1748
0
    float p_closest_dist2 = FLT_MAX;
1749
0
    ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0);
1750
0
    return p_closest;
1751
0
}
1752
1753
ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p)
1754
0
{
1755
0
    ImVec2 ap = p - a;
1756
0
    ImVec2 ab_dir = b - a;
1757
0
    float dot = ap.x * ab_dir.x + ap.y * ab_dir.y;
1758
0
    if (dot < 0.0f)
1759
0
        return a;
1760
0
    float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y;
1761
0
    if (dot > ab_len_sqr)
1762
0
        return b;
1763
0
    return a + ab_dir * dot / ab_len_sqr;
1764
0
}
1765
1766
bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
1767
0
{
1768
0
    bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f;
1769
0
    bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f;
1770
0
    bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f;
1771
0
    return ((b1 == b2) && (b2 == b3));
1772
0
}
1773
1774
void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w)
1775
0
{
1776
0
    ImVec2 v0 = b - a;
1777
0
    ImVec2 v1 = c - a;
1778
0
    ImVec2 v2 = p - a;
1779
0
    const float denom = v0.x * v1.y - v1.x * v0.y;
1780
0
    out_v = (v2.x * v1.y - v1.x * v2.y) / denom;
1781
0
    out_w = (v0.x * v2.y - v2.x * v0.y) / denom;
1782
0
    out_u = 1.0f - out_v - out_w;
1783
0
}
1784
1785
ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
1786
0
{
1787
0
    ImVec2 proj_ab = ImLineClosestPoint(a, b, p);
1788
0
    ImVec2 proj_bc = ImLineClosestPoint(b, c, p);
1789
0
    ImVec2 proj_ca = ImLineClosestPoint(c, a, p);
1790
0
    float dist2_ab = ImLengthSqr(p - proj_ab);
1791
0
    float dist2_bc = ImLengthSqr(p - proj_bc);
1792
0
    float dist2_ca = ImLengthSqr(p - proj_ca);
1793
0
    float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca));
1794
0
    if (m == dist2_ab)
1795
0
        return proj_ab;
1796
0
    if (m == dist2_bc)
1797
0
        return proj_bc;
1798
0
    return proj_ca;
1799
0
}
1800
1801
//-----------------------------------------------------------------------------
1802
// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
1803
//-----------------------------------------------------------------------------
1804
1805
// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more.
1806
int ImStricmp(const char* str1, const char* str2)
1807
0
{
1808
0
    int d;
1809
0
    while ((d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; }
1810
0
    return d;
1811
0
}
1812
1813
int ImStrnicmp(const char* str1, const char* str2, size_t count)
1814
0
{
1815
0
    int d = 0;
1816
0
    while (count > 0 && (d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; count--; }
1817
0
    return d;
1818
0
}
1819
1820
void ImStrncpy(char* dst, const char* src, size_t count)
1821
0
{
1822
0
    if (count < 1)
1823
0
        return;
1824
0
    if (count > 1)
1825
0
        strncpy(dst, src, count - 1);
1826
0
    dst[count - 1] = 0;
1827
0
}
1828
1829
char* ImStrdup(const char* str)
1830
0
{
1831
0
    size_t len = strlen(str);
1832
0
    void* buf = IM_ALLOC(len + 1);
1833
0
    return (char*)memcpy(buf, (const void*)str, len + 1);
1834
0
}
1835
1836
char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src)
1837
0
{
1838
0
    size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1;
1839
0
    size_t src_size = strlen(src) + 1;
1840
0
    if (dst_buf_size < src_size)
1841
0
    {
1842
0
        IM_FREE(dst);
1843
0
        dst = (char*)IM_ALLOC(src_size);
1844
0
        if (p_dst_size)
1845
0
            *p_dst_size = src_size;
1846
0
    }
1847
0
    return (char*)memcpy(dst, (const void*)src, src_size);
1848
0
}
1849
1850
const char* ImStrchrRange(const char* str, const char* str_end, char c)
1851
0
{
1852
0
    const char* p = (const char*)memchr(str, (int)c, str_end - str);
1853
0
    return p;
1854
0
}
1855
1856
int ImStrlenW(const ImWchar* str)
1857
0
{
1858
    //return (int)wcslen((const wchar_t*)str);  // FIXME-OPT: Could use this when wchar_t are 16-bit
1859
0
    int n = 0;
1860
0
    while (*str++) n++;
1861
0
    return n;
1862
0
}
1863
1864
// Find end-of-line. Return pointer will point to either first \n, either str_end.
1865
const char* ImStreolRange(const char* str, const char* str_end)
1866
0
{
1867
0
    const char* p = (const char*)memchr(str, '\n', str_end - str);
1868
0
    return p ? p : str_end;
1869
0
}
1870
1871
const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) // find beginning-of-line
1872
0
{
1873
0
    while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n')
1874
0
        buf_mid_line--;
1875
0
    return buf_mid_line;
1876
0
}
1877
1878
const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end)
1879
0
{
1880
0
    if (!needle_end)
1881
0
        needle_end = needle + strlen(needle);
1882
1883
0
    const char un0 = (char)ImToUpper(*needle);
1884
0
    while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end))
1885
0
    {
1886
0
        if (ImToUpper(*haystack) == un0)
1887
0
        {
1888
0
            const char* b = needle + 1;
1889
0
            for (const char* a = haystack + 1; b < needle_end; a++, b++)
1890
0
                if (ImToUpper(*a) != ImToUpper(*b))
1891
0
                    break;
1892
0
            if (b == needle_end)
1893
0
                return haystack;
1894
0
        }
1895
0
        haystack++;
1896
0
    }
1897
0
    return NULL;
1898
0
}
1899
1900
// Trim str by offsetting contents when there's leading data + writing a \0 at the trailing position. We use this in situation where the cost is negligible.
1901
void ImStrTrimBlanks(char* buf)
1902
0
{
1903
0
    char* p = buf;
1904
0
    while (p[0] == ' ' || p[0] == '\t')     // Leading blanks
1905
0
        p++;
1906
0
    char* p_start = p;
1907
0
    while (*p != 0)                         // Find end of string
1908
0
        p++;
1909
0
    while (p > p_start && (p[-1] == ' ' || p[-1] == '\t'))  // Trailing blanks
1910
0
        p--;
1911
0
    if (p_start != buf)                     // Copy memory if we had leading blanks
1912
0
        memmove(buf, p_start, p - p_start);
1913
0
    buf[p - p_start] = 0;                   // Zero terminate
1914
0
}
1915
1916
const char* ImStrSkipBlank(const char* str)
1917
0
{
1918
0
    while (str[0] == ' ' || str[0] == '\t')
1919
0
        str++;
1920
0
    return str;
1921
0
}
1922
1923
// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size).
1924
// Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm.
1925
// B) When buf==NULL vsnprintf() will return the output size.
1926
#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1927
1928
// We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h)
1929
// You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1930
// and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are
1931
// designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.)
1932
#ifdef IMGUI_USE_STB_SPRINTF
1933
#ifndef IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION
1934
#define STB_SPRINTF_IMPLEMENTATION
1935
#endif
1936
#ifdef IMGUI_STB_SPRINTF_FILENAME
1937
#include IMGUI_STB_SPRINTF_FILENAME
1938
#else
1939
#include "stb_sprintf.h"
1940
#endif
1941
#endif // #ifdef IMGUI_USE_STB_SPRINTF
1942
1943
#if defined(_MSC_VER) && !defined(vsnprintf)
1944
#define vsnprintf _vsnprintf
1945
#endif
1946
1947
int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...)
1948
0
{
1949
0
    va_list args;
1950
0
    va_start(args, fmt);
1951
#ifdef IMGUI_USE_STB_SPRINTF
1952
    int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
1953
#else
1954
0
    int w = vsnprintf(buf, buf_size, fmt, args);
1955
0
#endif
1956
0
    va_end(args);
1957
0
    if (buf == NULL)
1958
0
        return w;
1959
0
    if (w == -1 || w >= (int)buf_size)
1960
0
        w = (int)buf_size - 1;
1961
0
    buf[w] = 0;
1962
0
    return w;
1963
0
}
1964
1965
int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args)
1966
0
{
1967
#ifdef IMGUI_USE_STB_SPRINTF
1968
    int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
1969
#else
1970
0
    int w = vsnprintf(buf, buf_size, fmt, args);
1971
0
#endif
1972
0
    if (buf == NULL)
1973
0
        return w;
1974
0
    if (w == -1 || w >= (int)buf_size)
1975
0
        w = (int)buf_size - 1;
1976
0
    buf[w] = 0;
1977
0
    return w;
1978
0
}
1979
#endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1980
1981
void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...)
1982
0
{
1983
0
    va_list args;
1984
0
    va_start(args, fmt);
1985
0
    ImFormatStringToTempBufferV(out_buf, out_buf_end, fmt, args);
1986
0
    va_end(args);
1987
0
}
1988
1989
void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args)
1990
0
{
1991
0
    ImGuiContext& g = *GImGui;
1992
0
    if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0)
1993
0
    {
1994
0
        const char* buf = va_arg(args, const char*); // Skip formatting when using "%s"
1995
0
        *out_buf = buf;
1996
0
        if (out_buf_end) { *out_buf_end = buf + strlen(buf); }
1997
0
    }
1998
0
    else if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '*' && fmt[3] == 's' && fmt[4] == 0)
1999
0
    {
2000
0
        int buf_len = va_arg(args, int); // Skip formatting when using "%.*s"
2001
0
        const char* buf = va_arg(args, const char*);
2002
0
        *out_buf = buf;
2003
0
        *out_buf_end = buf + buf_len; // Disallow not passing 'out_buf_end' here. User is expected to use it.
2004
0
    }
2005
0
    else
2006
0
    {
2007
0
        int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args);
2008
0
        *out_buf = g.TempBuffer.Data;
2009
0
        if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; }
2010
0
    }
2011
0
}
2012
2013
// CRC32 needs a 1KB lookup table (not cache friendly)
2014
// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily:
2015
// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe.
2016
static const ImU32 GCrc32LookupTable[256] =
2017
{
2018
    0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91,
2019
    0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5,
2020
    0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59,
2021
    0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D,
2022
    0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01,
2023
    0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65,
2024
    0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9,
2025
    0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD,
2026
    0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1,
2027
    0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5,
2028
    0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79,
2029
    0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D,
2030
    0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21,
2031
    0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45,
2032
    0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9,
2033
    0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D,
2034
};
2035
2036
// Known size hash
2037
// It is ok to call ImHashData on a string with known length but the ### operator won't be supported.
2038
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
2039
ImGuiID ImHashData(const void* data_p, size_t data_size, ImGuiID seed)
2040
0
{
2041
0
    ImU32 crc = ~seed;
2042
0
    const unsigned char* data = (const unsigned char*)data_p;
2043
0
    const ImU32* crc32_lut = GCrc32LookupTable;
2044
0
    while (data_size-- != 0)
2045
0
        crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++];
2046
0
    return ~crc;
2047
0
}
2048
2049
// Zero-terminated string hash, with support for ### to reset back to seed value
2050
// We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed.
2051
// Because this syntax is rarely used we are optimizing for the common case.
2052
// - If we reach ### in the string we discard the hash so far and reset to the seed.
2053
// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build)
2054
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
2055
ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed)
2056
0
{
2057
0
    seed = ~seed;
2058
0
    ImU32 crc = seed;
2059
0
    const unsigned char* data = (const unsigned char*)data_p;
2060
0
    const ImU32* crc32_lut = GCrc32LookupTable;
2061
0
    if (data_size != 0)
2062
0
    {
2063
0
        while (data_size-- != 0)
2064
0
        {
2065
0
            unsigned char c = *data++;
2066
0
            if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#')
2067
0
                crc = seed;
2068
0
            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
2069
0
        }
2070
0
    }
2071
0
    else
2072
0
    {
2073
0
        while (unsigned char c = *data++)
2074
0
        {
2075
0
            if (c == '#' && data[0] == '#' && data[1] == '#')
2076
0
                crc = seed;
2077
0
            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
2078
0
        }
2079
0
    }
2080
0
    return ~crc;
2081
0
}
2082
2083
//-----------------------------------------------------------------------------
2084
// [SECTION] MISC HELPERS/UTILITIES (File functions)
2085
//-----------------------------------------------------------------------------
2086
2087
// Default file functions
2088
#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
2089
2090
ImFileHandle ImFileOpen(const char* filename, const char* mode)
2091
0
{
2092
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__)
2093
    // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames.
2094
    // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32!
2095
    const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0);
2096
    const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0);
2097
    ImGuiContext& g = *GImGui;
2098
    g.TempBuffer.reserve((filename_wsize + mode_wsize) * sizeof(wchar_t));
2099
    wchar_t* buf = (wchar_t*)(void*)g.TempBuffer.Data;
2100
    ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, (wchar_t*)&buf[0], filename_wsize);
2101
    ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, (wchar_t*)&buf[filename_wsize], mode_wsize);
2102
    return ::_wfopen((const wchar_t*)&buf[0], (const wchar_t*)&buf[filename_wsize]);
2103
#else
2104
0
    return fopen(filename, mode);
2105
0
#endif
2106
0
}
2107
2108
// We should in theory be using fseeko()/ftello() with off_t and _fseeki64()/_ftelli64() with __int64, waiting for the PR that does that in a very portable pre-C++11 zero-warnings way.
2109
0
bool    ImFileClose(ImFileHandle f)     { return fclose(f) == 0; }
2110
0
ImU64   ImFileGetSize(ImFileHandle f)   { long off = 0, sz = 0; return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) ? (ImU64)sz : (ImU64)-1; }
2111
0
ImU64   ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f)           { return fread(data, (size_t)sz, (size_t)count, f); }
2112
0
ImU64   ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f)    { return fwrite(data, (size_t)sz, (size_t)count, f); }
2113
#endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
2114
2115
// Helper: Load file content into memory
2116
// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree()
2117
// This can't really be used with "rt" because fseek size won't match read size.
2118
void*   ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes)
2119
0
{
2120
0
    IM_ASSERT(filename && mode);
2121
0
    if (out_file_size)
2122
0
        *out_file_size = 0;
2123
2124
0
    ImFileHandle f;
2125
0
    if ((f = ImFileOpen(filename, mode)) == NULL)
2126
0
        return NULL;
2127
2128
0
    size_t file_size = (size_t)ImFileGetSize(f);
2129
0
    if (file_size == (size_t)-1)
2130
0
    {
2131
0
        ImFileClose(f);
2132
0
        return NULL;
2133
0
    }
2134
2135
0
    void* file_data = IM_ALLOC(file_size + padding_bytes);
2136
0
    if (file_data == NULL)
2137
0
    {
2138
0
        ImFileClose(f);
2139
0
        return NULL;
2140
0
    }
2141
0
    if (ImFileRead(file_data, 1, file_size, f) != file_size)
2142
0
    {
2143
0
        ImFileClose(f);
2144
0
        IM_FREE(file_data);
2145
0
        return NULL;
2146
0
    }
2147
0
    if (padding_bytes > 0)
2148
0
        memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes);
2149
2150
0
    ImFileClose(f);
2151
0
    if (out_file_size)
2152
0
        *out_file_size = file_size;
2153
2154
0
    return file_data;
2155
0
}
2156
2157
//-----------------------------------------------------------------------------
2158
// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
2159
//-----------------------------------------------------------------------------
2160
2161
IM_MSVC_RUNTIME_CHECKS_OFF
2162
2163
// Convert UTF-8 to 32-bit character, process single character input.
2164
// A nearly-branchless UTF-8 decoder, based on work of Christopher Wellons (https://github.com/skeeto/branchless-utf8).
2165
// We handle UTF-8 decoding error by skipping forward.
2166
int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end)
2167
0
{
2168
0
    static const char lengths[32] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 3, 3, 4, 0 };
2169
0
    static const int masks[]  = { 0x00, 0x7f, 0x1f, 0x0f, 0x07 };
2170
0
    static const uint32_t mins[] = { 0x400000, 0, 0x80, 0x800, 0x10000 };
2171
0
    static const int shiftc[] = { 0, 18, 12, 6, 0 };
2172
0
    static const int shifte[] = { 0, 6, 4, 2, 0 };
2173
0
    int len = lengths[*(const unsigned char*)in_text >> 3];
2174
0
    int wanted = len + (len ? 0 : 1);
2175
2176
0
    if (in_text_end == NULL)
2177
0
        in_text_end = in_text + wanted; // Max length, nulls will be taken into account.
2178
2179
    // Copy at most 'len' bytes, stop copying at 0 or past in_text_end. Branch predictor does a good job here,
2180
    // so it is fast even with excessive branching.
2181
0
    unsigned char s[4];
2182
0
    s[0] = in_text + 0 < in_text_end ? in_text[0] : 0;
2183
0
    s[1] = in_text + 1 < in_text_end ? in_text[1] : 0;
2184
0
    s[2] = in_text + 2 < in_text_end ? in_text[2] : 0;
2185
0
    s[3] = in_text + 3 < in_text_end ? in_text[3] : 0;
2186
2187
    // Assume a four-byte character and load four bytes. Unused bits are shifted out.
2188
0
    *out_char  = (uint32_t)(s[0] & masks[len]) << 18;
2189
0
    *out_char |= (uint32_t)(s[1] & 0x3f) << 12;
2190
0
    *out_char |= (uint32_t)(s[2] & 0x3f) <<  6;
2191
0
    *out_char |= (uint32_t)(s[3] & 0x3f) <<  0;
2192
0
    *out_char >>= shiftc[len];
2193
2194
    // Accumulate the various error conditions.
2195
0
    int e = 0;
2196
0
    e  = (*out_char < mins[len]) << 6; // non-canonical encoding
2197
0
    e |= ((*out_char >> 11) == 0x1b) << 7;  // surrogate half?
2198
0
    e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8;  // out of range?
2199
0
    e |= (s[1] & 0xc0) >> 2;
2200
0
    e |= (s[2] & 0xc0) >> 4;
2201
0
    e |= (s[3]       ) >> 6;
2202
0
    e ^= 0x2a; // top two bits of each tail byte correct?
2203
0
    e >>= shifte[len];
2204
2205
0
    if (e)
2206
0
    {
2207
        // No bytes are consumed when *in_text == 0 || in_text == in_text_end.
2208
        // One byte is consumed in case of invalid first byte of in_text.
2209
        // All available bytes (at most `len` bytes) are consumed on incomplete/invalid second to last bytes.
2210
        // Invalid or incomplete input may consume less bytes than wanted, therefore every byte has to be inspected in s.
2211
0
        wanted = ImMin(wanted, !!s[0] + !!s[1] + !!s[2] + !!s[3]);
2212
0
        *out_char = IM_UNICODE_CODEPOINT_INVALID;
2213
0
    }
2214
2215
0
    return wanted;
2216
0
}
2217
2218
int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining)
2219
0
{
2220
0
    ImWchar* buf_out = buf;
2221
0
    ImWchar* buf_end = buf + buf_size;
2222
0
    while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
2223
0
    {
2224
0
        unsigned int c;
2225
0
        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
2226
0
        *buf_out++ = (ImWchar)c;
2227
0
    }
2228
0
    *buf_out = 0;
2229
0
    if (in_text_remaining)
2230
0
        *in_text_remaining = in_text;
2231
0
    return (int)(buf_out - buf);
2232
0
}
2233
2234
int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end)
2235
0
{
2236
0
    int char_count = 0;
2237
0
    while ((!in_text_end || in_text < in_text_end) && *in_text)
2238
0
    {
2239
0
        unsigned int c;
2240
0
        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
2241
0
        char_count++;
2242
0
    }
2243
0
    return char_count;
2244
0
}
2245
2246
// Based on stb_to_utf8() from github.com/nothings/stb/
2247
static inline int ImTextCharToUtf8_inline(char* buf, int buf_size, unsigned int c)
2248
0
{
2249
0
    if (c < 0x80)
2250
0
    {
2251
0
        buf[0] = (char)c;
2252
0
        return 1;
2253
0
    }
2254
0
    if (c < 0x800)
2255
0
    {
2256
0
        if (buf_size < 2) return 0;
2257
0
        buf[0] = (char)(0xc0 + (c >> 6));
2258
0
        buf[1] = (char)(0x80 + (c & 0x3f));
2259
0
        return 2;
2260
0
    }
2261
0
    if (c < 0x10000)
2262
0
    {
2263
0
        if (buf_size < 3) return 0;
2264
0
        buf[0] = (char)(0xe0 + (c >> 12));
2265
0
        buf[1] = (char)(0x80 + ((c >> 6) & 0x3f));
2266
0
        buf[2] = (char)(0x80 + ((c ) & 0x3f));
2267
0
        return 3;
2268
0
    }
2269
0
    if (c <= 0x10FFFF)
2270
0
    {
2271
0
        if (buf_size < 4) return 0;
2272
0
        buf[0] = (char)(0xf0 + (c >> 18));
2273
0
        buf[1] = (char)(0x80 + ((c >> 12) & 0x3f));
2274
0
        buf[2] = (char)(0x80 + ((c >> 6) & 0x3f));
2275
0
        buf[3] = (char)(0x80 + ((c ) & 0x3f));
2276
0
        return 4;
2277
0
    }
2278
    // Invalid code point, the max unicode is 0x10FFFF
2279
0
    return 0;
2280
0
}
2281
2282
const char* ImTextCharToUtf8(char out_buf[5], unsigned int c)
2283
0
{
2284
0
    int count = ImTextCharToUtf8_inline(out_buf, 5, c);
2285
0
    out_buf[count] = 0;
2286
0
    return out_buf;
2287
0
}
2288
2289
// Not optimal but we very rarely use this function.
2290
int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end)
2291
0
{
2292
0
    unsigned int unused = 0;
2293
0
    return ImTextCharFromUtf8(&unused, in_text, in_text_end);
2294
0
}
2295
2296
static inline int ImTextCountUtf8BytesFromChar(unsigned int c)
2297
0
{
2298
0
    if (c < 0x80) return 1;
2299
0
    if (c < 0x800) return 2;
2300
0
    if (c < 0x10000) return 3;
2301
0
    if (c <= 0x10FFFF) return 4;
2302
0
    return 3;
2303
0
}
2304
2305
int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end)
2306
0
{
2307
0
    char* buf_p = out_buf;
2308
0
    const char* buf_end = out_buf + out_buf_size;
2309
0
    while (buf_p < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
2310
0
    {
2311
0
        unsigned int c = (unsigned int)(*in_text++);
2312
0
        if (c < 0x80)
2313
0
            *buf_p++ = (char)c;
2314
0
        else
2315
0
            buf_p += ImTextCharToUtf8_inline(buf_p, (int)(buf_end - buf_p - 1), c);
2316
0
    }
2317
0
    *buf_p = 0;
2318
0
    return (int)(buf_p - out_buf);
2319
0
}
2320
2321
int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end)
2322
0
{
2323
0
    int bytes_count = 0;
2324
0
    while ((!in_text_end || in_text < in_text_end) && *in_text)
2325
0
    {
2326
0
        unsigned int c = (unsigned int)(*in_text++);
2327
0
        if (c < 0x80)
2328
0
            bytes_count++;
2329
0
        else
2330
0
            bytes_count += ImTextCountUtf8BytesFromChar(c);
2331
0
    }
2332
0
    return bytes_count;
2333
0
}
2334
2335
const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr)
2336
0
{
2337
0
    while (in_text_curr > in_text_start)
2338
0
    {
2339
0
        in_text_curr--;
2340
0
        if ((*in_text_curr & 0xC0) != 0x80)
2341
0
            return in_text_curr;
2342
0
    }
2343
0
    return in_text_start;
2344
0
}
2345
2346
IM_MSVC_RUNTIME_CHECKS_RESTORE
2347
2348
//-----------------------------------------------------------------------------
2349
// [SECTION] MISC HELPERS/UTILITIES (Color functions)
2350
// Note: The Convert functions are early design which are not consistent with other API.
2351
//-----------------------------------------------------------------------------
2352
2353
IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b)
2354
0
{
2355
0
    float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f;
2356
0
    int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t);
2357
0
    int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t);
2358
0
    int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t);
2359
0
    return IM_COL32(r, g, b, 0xFF);
2360
0
}
2361
2362
ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in)
2363
0
{
2364
0
    float s = 1.0f / 255.0f;
2365
0
    return ImVec4(
2366
0
        ((in >> IM_COL32_R_SHIFT) & 0xFF) * s,
2367
0
        ((in >> IM_COL32_G_SHIFT) & 0xFF) * s,
2368
0
        ((in >> IM_COL32_B_SHIFT) & 0xFF) * s,
2369
0
        ((in >> IM_COL32_A_SHIFT) & 0xFF) * s);
2370
0
}
2371
2372
ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in)
2373
0
{
2374
0
    ImU32 out;
2375
0
    out  = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT;
2376
0
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT;
2377
0
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT;
2378
0
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT;
2379
0
    return out;
2380
0
}
2381
2382
// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592
2383
// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv
2384
void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v)
2385
0
{
2386
0
    float K = 0.f;
2387
0
    if (g < b)
2388
0
    {
2389
0
        ImSwap(g, b);
2390
0
        K = -1.f;
2391
0
    }
2392
0
    if (r < g)
2393
0
    {
2394
0
        ImSwap(r, g);
2395
0
        K = -2.f / 6.f - K;
2396
0
    }
2397
2398
0
    const float chroma = r - (g < b ? g : b);
2399
0
    out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f));
2400
0
    out_s = chroma / (r + 1e-20f);
2401
0
    out_v = r;
2402
0
}
2403
2404
// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593
2405
// also http://en.wikipedia.org/wiki/HSL_and_HSV
2406
void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b)
2407
0
{
2408
0
    if (s == 0.0f)
2409
0
    {
2410
        // gray
2411
0
        out_r = out_g = out_b = v;
2412
0
        return;
2413
0
    }
2414
2415
0
    h = ImFmod(h, 1.0f) / (60.0f / 360.0f);
2416
0
    int   i = (int)h;
2417
0
    float f = h - (float)i;
2418
0
    float p = v * (1.0f - s);
2419
0
    float q = v * (1.0f - s * f);
2420
0
    float t = v * (1.0f - s * (1.0f - f));
2421
2422
0
    switch (i)
2423
0
    {
2424
0
    case 0: out_r = v; out_g = t; out_b = p; break;
2425
0
    case 1: out_r = q; out_g = v; out_b = p; break;
2426
0
    case 2: out_r = p; out_g = v; out_b = t; break;
2427
0
    case 3: out_r = p; out_g = q; out_b = v; break;
2428
0
    case 4: out_r = t; out_g = p; out_b = v; break;
2429
0
    case 5: default: out_r = v; out_g = p; out_b = q; break;
2430
0
    }
2431
0
}
2432
2433
//-----------------------------------------------------------------------------
2434
// [SECTION] ImGuiStorage
2435
// Helper: Key->value storage
2436
//-----------------------------------------------------------------------------
2437
2438
// std::lower_bound but without the bullshit
2439
static ImGuiStorage::ImGuiStoragePair* LowerBound(ImVector<ImGuiStorage::ImGuiStoragePair>& data, ImGuiID key)
2440
0
{
2441
0
    ImGuiStorage::ImGuiStoragePair* first = data.Data;
2442
0
    ImGuiStorage::ImGuiStoragePair* last = data.Data + data.Size;
2443
0
    size_t count = (size_t)(last - first);
2444
0
    while (count > 0)
2445
0
    {
2446
0
        size_t count2 = count >> 1;
2447
0
        ImGuiStorage::ImGuiStoragePair* mid = first + count2;
2448
0
        if (mid->key < key)
2449
0
        {
2450
0
            first = ++mid;
2451
0
            count -= count2 + 1;
2452
0
        }
2453
0
        else
2454
0
        {
2455
0
            count = count2;
2456
0
        }
2457
0
    }
2458
0
    return first;
2459
0
}
2460
2461
// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
2462
void ImGuiStorage::BuildSortByKey()
2463
0
{
2464
0
    struct StaticFunc
2465
0
    {
2466
0
        static int IMGUI_CDECL PairComparerByID(const void* lhs, const void* rhs)
2467
0
        {
2468
            // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that.
2469
0
            if (((const ImGuiStoragePair*)lhs)->key > ((const ImGuiStoragePair*)rhs)->key) return +1;
2470
0
            if (((const ImGuiStoragePair*)lhs)->key < ((const ImGuiStoragePair*)rhs)->key) return -1;
2471
0
            return 0;
2472
0
        }
2473
0
    };
2474
0
    ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairComparerByID);
2475
0
}
2476
2477
int ImGuiStorage::GetInt(ImGuiID key, int default_val) const
2478
0
{
2479
0
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2480
0
    if (it == Data.end() || it->key != key)
2481
0
        return default_val;
2482
0
    return it->val_i;
2483
0
}
2484
2485
bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const
2486
0
{
2487
0
    return GetInt(key, default_val ? 1 : 0) != 0;
2488
0
}
2489
2490
float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const
2491
0
{
2492
0
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2493
0
    if (it == Data.end() || it->key != key)
2494
0
        return default_val;
2495
0
    return it->val_f;
2496
0
}
2497
2498
void* ImGuiStorage::GetVoidPtr(ImGuiID key) const
2499
0
{
2500
0
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2501
0
    if (it == Data.end() || it->key != key)
2502
0
        return NULL;
2503
0
    return it->val_p;
2504
0
}
2505
2506
// References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.
2507
int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val)
2508
0
{
2509
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2510
0
    if (it == Data.end() || it->key != key)
2511
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2512
0
    return &it->val_i;
2513
0
}
2514
2515
bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val)
2516
0
{
2517
0
    return (bool*)GetIntRef(key, default_val ? 1 : 0);
2518
0
}
2519
2520
float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val)
2521
0
{
2522
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2523
0
    if (it == Data.end() || it->key != key)
2524
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2525
0
    return &it->val_f;
2526
0
}
2527
2528
void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val)
2529
0
{
2530
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2531
0
    if (it == Data.end() || it->key != key)
2532
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2533
0
    return &it->val_p;
2534
0
}
2535
2536
// FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame)
2537
void ImGuiStorage::SetInt(ImGuiID key, int val)
2538
0
{
2539
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2540
0
    if (it == Data.end() || it->key != key)
2541
0
    {
2542
0
        Data.insert(it, ImGuiStoragePair(key, val));
2543
0
        return;
2544
0
    }
2545
0
    it->val_i = val;
2546
0
}
2547
2548
void ImGuiStorage::SetBool(ImGuiID key, bool val)
2549
0
{
2550
0
    SetInt(key, val ? 1 : 0);
2551
0
}
2552
2553
void ImGuiStorage::SetFloat(ImGuiID key, float val)
2554
0
{
2555
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2556
0
    if (it == Data.end() || it->key != key)
2557
0
    {
2558
0
        Data.insert(it, ImGuiStoragePair(key, val));
2559
0
        return;
2560
0
    }
2561
0
    it->val_f = val;
2562
0
}
2563
2564
void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val)
2565
0
{
2566
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2567
0
    if (it == Data.end() || it->key != key)
2568
0
    {
2569
0
        Data.insert(it, ImGuiStoragePair(key, val));
2570
0
        return;
2571
0
    }
2572
0
    it->val_p = val;
2573
0
}
2574
2575
void ImGuiStorage::SetAllInt(int v)
2576
0
{
2577
0
    for (int i = 0; i < Data.Size; i++)
2578
0
        Data[i].val_i = v;
2579
0
}
2580
2581
//-----------------------------------------------------------------------------
2582
// [SECTION] ImGuiTextFilter
2583
//-----------------------------------------------------------------------------
2584
2585
// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
2586
ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) //-V1077
2587
0
{
2588
0
    InputBuf[0] = 0;
2589
0
    CountGrep = 0;
2590
0
    if (default_filter)
2591
0
    {
2592
0
        ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf));
2593
0
        Build();
2594
0
    }
2595
0
}
2596
2597
bool ImGuiTextFilter::Draw(const char* label, float width)
2598
0
{
2599
0
    if (width != 0.0f)
2600
0
        ImGui::SetNextItemWidth(width);
2601
0
    bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf));
2602
0
    if (value_changed)
2603
0
        Build();
2604
0
    return value_changed;
2605
0
}
2606
2607
void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector<ImGuiTextRange>* out) const
2608
0
{
2609
0
    out->resize(0);
2610
0
    const char* wb = b;
2611
0
    const char* we = wb;
2612
0
    while (we < e)
2613
0
    {
2614
0
        if (*we == separator)
2615
0
        {
2616
0
            out->push_back(ImGuiTextRange(wb, we));
2617
0
            wb = we + 1;
2618
0
        }
2619
0
        we++;
2620
0
    }
2621
0
    if (wb != we)
2622
0
        out->push_back(ImGuiTextRange(wb, we));
2623
0
}
2624
2625
void ImGuiTextFilter::Build()
2626
0
{
2627
0
    Filters.resize(0);
2628
0
    ImGuiTextRange input_range(InputBuf, InputBuf + strlen(InputBuf));
2629
0
    input_range.split(',', &Filters);
2630
2631
0
    CountGrep = 0;
2632
0
    for (ImGuiTextRange& f : Filters)
2633
0
    {
2634
0
        while (f.b < f.e && ImCharIsBlankA(f.b[0]))
2635
0
            f.b++;
2636
0
        while (f.e > f.b && ImCharIsBlankA(f.e[-1]))
2637
0
            f.e--;
2638
0
        if (f.empty())
2639
0
            continue;
2640
0
        if (f.b[0] != '-')
2641
0
            CountGrep += 1;
2642
0
    }
2643
0
}
2644
2645
bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const
2646
0
{
2647
0
    if (Filters.empty())
2648
0
        return true;
2649
2650
0
    if (text == NULL)
2651
0
        text = "";
2652
2653
0
    for (const ImGuiTextRange& f : Filters)
2654
0
    {
2655
0
        if (f.empty())
2656
0
            continue;
2657
0
        if (f.b[0] == '-')
2658
0
        {
2659
            // Subtract
2660
0
            if (ImStristr(text, text_end, f.b + 1, f.e) != NULL)
2661
0
                return false;
2662
0
        }
2663
0
        else
2664
0
        {
2665
            // Grep
2666
0
            if (ImStristr(text, text_end, f.b, f.e) != NULL)
2667
0
                return true;
2668
0
        }
2669
0
    }
2670
2671
    // Implicit * grep
2672
0
    if (CountGrep == 0)
2673
0
        return true;
2674
2675
0
    return false;
2676
0
}
2677
2678
//-----------------------------------------------------------------------------
2679
// [SECTION] ImGuiTextBuffer, ImGuiTextIndex
2680
//-----------------------------------------------------------------------------
2681
2682
// On some platform vsnprintf() takes va_list by reference and modifies it.
2683
// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it.
2684
#ifndef va_copy
2685
#if defined(__GNUC__) || defined(__clang__)
2686
#define va_copy(dest, src) __builtin_va_copy(dest, src)
2687
#else
2688
#define va_copy(dest, src) (dest = src)
2689
#endif
2690
#endif
2691
2692
char ImGuiTextBuffer::EmptyString[1] = { 0 };
2693
2694
void ImGuiTextBuffer::append(const char* str, const char* str_end)
2695
0
{
2696
0
    int len = str_end ? (int)(str_end - str) : (int)strlen(str);
2697
2698
    // Add zero-terminator the first time
2699
0
    const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
2700
0
    const int needed_sz = write_off + len;
2701
0
    if (write_off + len >= Buf.Capacity)
2702
0
    {
2703
0
        int new_capacity = Buf.Capacity * 2;
2704
0
        Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
2705
0
    }
2706
2707
0
    Buf.resize(needed_sz);
2708
0
    memcpy(&Buf[write_off - 1], str, (size_t)len);
2709
0
    Buf[write_off - 1 + len] = 0;
2710
0
}
2711
2712
void ImGuiTextBuffer::appendf(const char* fmt, ...)
2713
0
{
2714
0
    va_list args;
2715
0
    va_start(args, fmt);
2716
0
    appendfv(fmt, args);
2717
0
    va_end(args);
2718
0
}
2719
2720
// Helper: Text buffer for logging/accumulating text
2721
void ImGuiTextBuffer::appendfv(const char* fmt, va_list args)
2722
0
{
2723
0
    va_list args_copy;
2724
0
    va_copy(args_copy, args);
2725
2726
0
    int len = ImFormatStringV(NULL, 0, fmt, args);         // FIXME-OPT: could do a first pass write attempt, likely successful on first pass.
2727
0
    if (len <= 0)
2728
0
    {
2729
0
        va_end(args_copy);
2730
0
        return;
2731
0
    }
2732
2733
    // Add zero-terminator the first time
2734
0
    const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
2735
0
    const int needed_sz = write_off + len;
2736
0
    if (write_off + len >= Buf.Capacity)
2737
0
    {
2738
0
        int new_capacity = Buf.Capacity * 2;
2739
0
        Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
2740
0
    }
2741
2742
0
    Buf.resize(needed_sz);
2743
0
    ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy);
2744
0
    va_end(args_copy);
2745
0
}
2746
2747
void ImGuiTextIndex::append(const char* base, int old_size, int new_size)
2748
0
{
2749
0
    IM_ASSERT(old_size >= 0 && new_size >= old_size && new_size >= EndOffset);
2750
0
    if (old_size == new_size)
2751
0
        return;
2752
0
    if (EndOffset == 0 || base[EndOffset - 1] == '\n')
2753
0
        LineOffsets.push_back(EndOffset);
2754
0
    const char* base_end = base + new_size;
2755
0
    for (const char* p = base + old_size; (p = (const char*)memchr(p, '\n', base_end - p)) != 0; )
2756
0
        if (++p < base_end) // Don't push a trailing offset on last \n
2757
0
            LineOffsets.push_back((int)(intptr_t)(p - base));
2758
0
    EndOffset = ImMax(EndOffset, new_size);
2759
0
}
2760
2761
//-----------------------------------------------------------------------------
2762
// [SECTION] ImGuiListClipper
2763
//-----------------------------------------------------------------------------
2764
2765
// FIXME-TABLE: This prevents us from using ImGuiListClipper _inside_ a table cell.
2766
// The problem we have is that without a Begin/End scheme for rows using the clipper is ambiguous.
2767
static bool GetSkipItemForListClipping()
2768
0
{
2769
0
    ImGuiContext& g = *GImGui;
2770
0
    return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems);
2771
0
}
2772
2773
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2774
// Legacy helper to calculate coarse clipping of large list of evenly sized items.
2775
// This legacy API is not ideal because it assumes we will return a single contiguous rectangle.
2776
// Prefer using ImGuiListClipper which can returns non-contiguous ranges.
2777
void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end)
2778
{
2779
    ImGuiContext& g = *GImGui;
2780
    ImGuiWindow* window = g.CurrentWindow;
2781
    if (g.LogEnabled)
2782
    {
2783
        // If logging is active, do not perform any clipping
2784
        *out_items_display_start = 0;
2785
        *out_items_display_end = items_count;
2786
        return;
2787
    }
2788
    if (GetSkipItemForListClipping())
2789
    {
2790
        *out_items_display_start = *out_items_display_end = 0;
2791
        return;
2792
    }
2793
2794
    // We create the union of the ClipRect and the scoring rect which at worst should be 1 page away from ClipRect
2795
    // We don't include g.NavId's rectangle in there (unless g.NavJustMovedToId is set) because the rectangle enlargement can get costly.
2796
    ImRect rect = window->ClipRect;
2797
    if (g.NavMoveScoringItems)
2798
        rect.Add(g.NavScoringNoClipRect);
2799
    if (g.NavJustMovedToId && window->NavLastIds[0] == g.NavJustMovedToId)
2800
        rect.Add(WindowRectRelToAbs(window, window->NavRectRel[0])); // Could store and use NavJustMovedToRectRel
2801
2802
    const ImVec2 pos = window->DC.CursorPos;
2803
    int start = (int)((rect.Min.y - pos.y) / items_height);
2804
    int end = (int)((rect.Max.y - pos.y) / items_height);
2805
2806
    // When performing a navigation request, ensure we have one item extra in the direction we are moving to
2807
    // FIXME: Verify this works with tabbing
2808
    const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
2809
    if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up)
2810
        start--;
2811
    if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down)
2812
        end++;
2813
2814
    start = ImClamp(start, 0, items_count);
2815
    end = ImClamp(end + 1, start, items_count);
2816
    *out_items_display_start = start;
2817
    *out_items_display_end = end;
2818
}
2819
#endif
2820
2821
static void ImGuiListClipper_SortAndFuseRanges(ImVector<ImGuiListClipperRange>& ranges, int offset = 0)
2822
0
{
2823
0
    if (ranges.Size - offset <= 1)
2824
0
        return;
2825
2826
    // Helper to order ranges and fuse them together if possible (bubble sort is fine as we are only sorting 2-3 entries)
2827
0
    for (int sort_end = ranges.Size - offset - 1; sort_end > 0; --sort_end)
2828
0
        for (int i = offset; i < sort_end + offset; ++i)
2829
0
            if (ranges[i].Min > ranges[i + 1].Min)
2830
0
                ImSwap(ranges[i], ranges[i + 1]);
2831
2832
    // Now fuse ranges together as much as possible.
2833
0
    for (int i = 1 + offset; i < ranges.Size; i++)
2834
0
    {
2835
0
        IM_ASSERT(!ranges[i].PosToIndexConvert && !ranges[i - 1].PosToIndexConvert);
2836
0
        if (ranges[i - 1].Max < ranges[i].Min)
2837
0
            continue;
2838
0
        ranges[i - 1].Min = ImMin(ranges[i - 1].Min, ranges[i].Min);
2839
0
        ranges[i - 1].Max = ImMax(ranges[i - 1].Max, ranges[i].Max);
2840
0
        ranges.erase(ranges.Data + i);
2841
0
        i--;
2842
0
    }
2843
0
}
2844
2845
static void ImGuiListClipper_SeekCursorAndSetupPrevLine(float pos_y, float line_height)
2846
0
{
2847
    // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor.
2848
    // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue.
2849
    // The clipper should probably have a final step to display the last item in a regular manner, maybe with an opt-out flag for data sets which may have costly seek?
2850
0
    ImGuiContext& g = *GImGui;
2851
0
    ImGuiWindow* window = g.CurrentWindow;
2852
0
    float off_y = pos_y - window->DC.CursorPos.y;
2853
0
    window->DC.CursorPos.y = pos_y;
2854
0
    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y - g.Style.ItemSpacing.y);
2855
0
    window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height;  // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage.
2856
0
    window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y);      // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list.
2857
0
    if (ImGuiOldColumns* columns = window->DC.CurrentColumns)
2858
0
        columns->LineMinY = window->DC.CursorPos.y;                         // Setting this so that cell Y position are set properly
2859
0
    if (ImGuiTable* table = g.CurrentTable)
2860
0
    {
2861
0
        if (table->IsInsideRow)
2862
0
            ImGui::TableEndRow(table);
2863
0
        table->RowPosY2 = window->DC.CursorPos.y;
2864
0
        const int row_increase = (int)((off_y / line_height) + 0.5f);
2865
        //table->CurrentRow += row_increase; // Can't do without fixing TableEndRow()
2866
0
        table->RowBgColorCounter += row_increase;
2867
0
    }
2868
0
}
2869
2870
static void ImGuiListClipper_SeekCursorForItem(ImGuiListClipper* clipper, int item_n)
2871
0
{
2872
    // StartPosY starts from ItemsFrozen hence the subtraction
2873
    // Perform the add and multiply with double to allow seeking through larger ranges
2874
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData;
2875
0
    float pos_y = (float)((double)clipper->StartPosY + data->LossynessOffset + (double)(item_n - data->ItemsFrozen) * clipper->ItemsHeight);
2876
0
    ImGuiListClipper_SeekCursorAndSetupPrevLine(pos_y, clipper->ItemsHeight);
2877
0
}
2878
2879
ImGuiListClipper::ImGuiListClipper()
2880
0
{
2881
0
    memset(this, 0, sizeof(*this));
2882
0
}
2883
2884
ImGuiListClipper::~ImGuiListClipper()
2885
0
{
2886
0
    End();
2887
0
}
2888
2889
void ImGuiListClipper::Begin(int items_count, float items_height)
2890
0
{
2891
0
    if (Ctx == NULL)
2892
0
        Ctx = ImGui::GetCurrentContext();
2893
2894
0
    ImGuiContext& g = *Ctx;
2895
0
    ImGuiWindow* window = g.CurrentWindow;
2896
0
    IMGUI_DEBUG_LOG_CLIPPER("Clipper: Begin(%d,%.2f) in '%s'\n", items_count, items_height, window->Name);
2897
2898
0
    if (ImGuiTable* table = g.CurrentTable)
2899
0
        if (table->IsInsideRow)
2900
0
            ImGui::TableEndRow(table);
2901
2902
0
    StartPosY = window->DC.CursorPos.y;
2903
0
    ItemsHeight = items_height;
2904
0
    ItemsCount = items_count;
2905
0
    DisplayStart = -1;
2906
0
    DisplayEnd = 0;
2907
2908
    // Acquire temporary buffer
2909
0
    if (++g.ClipperTempDataStacked > g.ClipperTempData.Size)
2910
0
        g.ClipperTempData.resize(g.ClipperTempDataStacked, ImGuiListClipperData());
2911
0
    ImGuiListClipperData* data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];
2912
0
    data->Reset(this);
2913
0
    data->LossynessOffset = window->DC.CursorStartPosLossyness.y;
2914
0
    TempData = data;
2915
0
}
2916
2917
void ImGuiListClipper::End()
2918
0
{
2919
0
    if (ImGuiListClipperData* data = (ImGuiListClipperData*)TempData)
2920
0
    {
2921
        // In theory here we should assert that we are already at the right position, but it seems saner to just seek at the end and not assert/crash the user.
2922
0
        ImGuiContext& g = *Ctx;
2923
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: End() in '%s'\n", g.CurrentWindow->Name);
2924
0
        if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0)
2925
0
            ImGuiListClipper_SeekCursorForItem(this, ItemsCount);
2926
2927
        // Restore temporary buffer and fix back pointers which may be invalidated when nesting
2928
0
        IM_ASSERT(data->ListClipper == this);
2929
0
        data->StepNo = data->Ranges.Size;
2930
0
        if (--g.ClipperTempDataStacked > 0)
2931
0
        {
2932
0
            data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];
2933
0
            data->ListClipper->TempData = data;
2934
0
        }
2935
0
        TempData = NULL;
2936
0
    }
2937
0
    ItemsCount = -1;
2938
0
}
2939
2940
void ImGuiListClipper::IncludeItemsByIndex(int item_begin, int item_end)
2941
0
{
2942
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)TempData;
2943
0
    IM_ASSERT(DisplayStart < 0); // Only allowed after Begin() and if there has not been a specified range yet.
2944
0
    IM_ASSERT(item_begin <= item_end);
2945
0
    if (item_begin < item_end)
2946
0
        data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_begin, item_end));
2947
0
}
2948
2949
static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper)
2950
0
{
2951
0
    ImGuiContext& g = *clipper->Ctx;
2952
0
    ImGuiWindow* window = g.CurrentWindow;
2953
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData;
2954
0
    IM_ASSERT(data != NULL && "Called ImGuiListClipper::Step() too many times, or before ImGuiListClipper::Begin() ?");
2955
2956
0
    ImGuiTable* table = g.CurrentTable;
2957
0
    if (table && table->IsInsideRow)
2958
0
        ImGui::TableEndRow(table);
2959
2960
    // No items
2961
0
    if (clipper->ItemsCount == 0 || GetSkipItemForListClipping())
2962
0
        return false;
2963
2964
    // While we are in frozen row state, keep displaying items one by one, unclipped
2965
    // FIXME: Could be stored as a table-agnostic state.
2966
0
    if (data->StepNo == 0 && table != NULL && !table->IsUnfrozenRows)
2967
0
    {
2968
0
        clipper->DisplayStart = data->ItemsFrozen;
2969
0
        clipper->DisplayEnd = ImMin(data->ItemsFrozen + 1, clipper->ItemsCount);
2970
0
        if (clipper->DisplayStart < clipper->DisplayEnd)
2971
0
            data->ItemsFrozen++;
2972
0
        return true;
2973
0
    }
2974
2975
    // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height)
2976
0
    bool calc_clipping = false;
2977
0
    if (data->StepNo == 0)
2978
0
    {
2979
0
        clipper->StartPosY = window->DC.CursorPos.y;
2980
0
        if (clipper->ItemsHeight <= 0.0f)
2981
0
        {
2982
            // Submit the first item (or range) so we can measure its height (generally the first range is 0..1)
2983
0
            data->Ranges.push_front(ImGuiListClipperRange::FromIndices(data->ItemsFrozen, data->ItemsFrozen + 1));
2984
0
            clipper->DisplayStart = ImMax(data->Ranges[0].Min, data->ItemsFrozen);
2985
0
            clipper->DisplayEnd = ImMin(data->Ranges[0].Max, clipper->ItemsCount);
2986
0
            data->StepNo = 1;
2987
0
            return true;
2988
0
        }
2989
0
        calc_clipping = true;   // If on the first step with known item height, calculate clipping.
2990
0
    }
2991
2992
    // Step 1: Let the clipper infer height from first range
2993
0
    if (clipper->ItemsHeight <= 0.0f)
2994
0
    {
2995
0
        IM_ASSERT(data->StepNo == 1);
2996
0
        if (table)
2997
0
            IM_ASSERT(table->RowPosY1 == clipper->StartPosY && table->RowPosY2 == window->DC.CursorPos.y);
2998
2999
0
        clipper->ItemsHeight = (window->DC.CursorPos.y - clipper->StartPosY) / (float)(clipper->DisplayEnd - clipper->DisplayStart);
3000
0
        bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(clipper->StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y);
3001
0
        if (affected_by_floating_point_precision)
3002
0
            clipper->ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries.
3003
3004
0
        IM_ASSERT(clipper->ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!");
3005
0
        calc_clipping = true;   // If item height had to be calculated, calculate clipping afterwards.
3006
0
    }
3007
3008
    // Step 0 or 1: Calculate the actual ranges of visible elements.
3009
0
    const int already_submitted = clipper->DisplayEnd;
3010
0
    if (calc_clipping)
3011
0
    {
3012
0
        if (g.LogEnabled)
3013
0
        {
3014
            // If logging is active, do not perform any clipping
3015
0
            data->Ranges.push_back(ImGuiListClipperRange::FromIndices(0, clipper->ItemsCount));
3016
0
        }
3017
0
        else
3018
0
        {
3019
            // Add range selected to be included for navigation
3020
0
            const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
3021
0
            if (is_nav_request)
3022
0
                data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0));
3023
0
            if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && g.NavTabbingDir == -1)
3024
0
                data->Ranges.push_back(ImGuiListClipperRange::FromIndices(clipper->ItemsCount - 1, clipper->ItemsCount));
3025
3026
            // Add focused/active item
3027
0
            ImRect nav_rect_abs = ImGui::WindowRectRelToAbs(window, window->NavRectRel[0]);
3028
0
            if (g.NavId != 0 && window->NavLastIds[0] == g.NavId)
3029
0
                data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0));
3030
3031
            // Add visible range
3032
0
            const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0;
3033
0
            const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0;
3034
0
            data->Ranges.push_back(ImGuiListClipperRange::FromPositions(window->ClipRect.Min.y, window->ClipRect.Max.y, off_min, off_max));
3035
0
        }
3036
3037
        // Convert position ranges to item index ranges
3038
        // - Very important: when a starting position is after our maximum item, we set Min to (ItemsCount - 1). This allows us to handle most forms of wrapping.
3039
        // - Due to how Selectable extra padding they tend to be "unaligned" with exact unit in the item list,
3040
        //   which with the flooring/ceiling tend to lead to 2 items instead of one being submitted.
3041
0
        for (ImGuiListClipperRange& range : data->Ranges)
3042
0
            if (range.PosToIndexConvert)
3043
0
            {
3044
0
                int m1 = (int)(((double)range.Min - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight);
3045
0
                int m2 = (int)((((double)range.Max - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight) + 0.999999f);
3046
0
                range.Min = ImClamp(already_submitted + m1 + range.PosToIndexOffsetMin, already_submitted, clipper->ItemsCount - 1);
3047
0
                range.Max = ImClamp(already_submitted + m2 + range.PosToIndexOffsetMax, range.Min + 1, clipper->ItemsCount);
3048
0
                range.PosToIndexConvert = false;
3049
0
            }
3050
0
        ImGuiListClipper_SortAndFuseRanges(data->Ranges, data->StepNo);
3051
0
    }
3052
3053
    // Step 0+ (if item height is given in advance) or 1+: Display the next range in line.
3054
0
    while (data->StepNo < data->Ranges.Size)
3055
0
    {
3056
0
        clipper->DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted);
3057
0
        clipper->DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, clipper->ItemsCount);
3058
0
        if (clipper->DisplayStart > already_submitted) //-V1051
3059
0
            ImGuiListClipper_SeekCursorForItem(clipper, clipper->DisplayStart);
3060
0
        data->StepNo++;
3061
0
        if (clipper->DisplayStart == clipper->DisplayEnd && data->StepNo < data->Ranges.Size)
3062
0
            continue;
3063
0
        return true;
3064
0
    }
3065
3066
    // After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd),
3067
    // Advance the cursor to the end of the list and then returns 'false' to end the loop.
3068
0
    if (clipper->ItemsCount < INT_MAX)
3069
0
        ImGuiListClipper_SeekCursorForItem(clipper, clipper->ItemsCount);
3070
3071
0
    return false;
3072
0
}
3073
3074
bool ImGuiListClipper::Step()
3075
0
{
3076
0
    ImGuiContext& g = *Ctx;
3077
0
    bool need_items_height = (ItemsHeight <= 0.0f);
3078
0
    bool ret = ImGuiListClipper_StepInternal(this);
3079
0
    if (ret && (DisplayStart == DisplayEnd))
3080
0
        ret = false;
3081
0
    if (g.CurrentTable && g.CurrentTable->IsUnfrozenRows == false)
3082
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): inside frozen table row.\n");
3083
0
    if (need_items_height && ItemsHeight > 0.0f)
3084
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): computed ItemsHeight: %.2f.\n", ItemsHeight);
3085
0
    if (ret)
3086
0
    {
3087
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): display %d to %d.\n", DisplayStart, DisplayEnd);
3088
0
    }
3089
0
    else
3090
0
    {
3091
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): End.\n");
3092
0
        End();
3093
0
    }
3094
0
    return ret;
3095
0
}
3096
3097
//-----------------------------------------------------------------------------
3098
// [SECTION] STYLING
3099
//-----------------------------------------------------------------------------
3100
3101
ImGuiStyle& ImGui::GetStyle()
3102
0
{
3103
0
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
3104
0
    return GImGui->Style;
3105
0
}
3106
3107
ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)
3108
0
{
3109
0
    ImGuiStyle& style = GImGui->Style;
3110
0
    ImVec4 c = style.Colors[idx];
3111
0
    c.w *= style.Alpha * alpha_mul;
3112
0
    return ColorConvertFloat4ToU32(c);
3113
0
}
3114
3115
ImU32 ImGui::GetColorU32(const ImVec4& col)
3116
0
{
3117
0
    ImGuiStyle& style = GImGui->Style;
3118
0
    ImVec4 c = col;
3119
0
    c.w *= style.Alpha;
3120
0
    return ColorConvertFloat4ToU32(c);
3121
0
}
3122
3123
const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx)
3124
0
{
3125
0
    ImGuiStyle& style = GImGui->Style;
3126
0
    return style.Colors[idx];
3127
0
}
3128
3129
ImU32 ImGui::GetColorU32(ImU32 col)
3130
0
{
3131
0
    ImGuiStyle& style = GImGui->Style;
3132
0
    if (style.Alpha >= 1.0f)
3133
0
        return col;
3134
0
    ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT;
3135
0
    a = (ImU32)(a * style.Alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range.
3136
0
    return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);
3137
0
}
3138
3139
// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32
3140
void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col)
3141
0
{
3142
0
    ImGuiContext& g = *GImGui;
3143
0
    ImGuiColorMod backup;
3144
0
    backup.Col = idx;
3145
0
    backup.BackupValue = g.Style.Colors[idx];
3146
0
    g.ColorStack.push_back(backup);
3147
0
    g.Style.Colors[idx] = ColorConvertU32ToFloat4(col);
3148
0
}
3149
3150
void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col)
3151
0
{
3152
0
    ImGuiContext& g = *GImGui;
3153
0
    ImGuiColorMod backup;
3154
0
    backup.Col = idx;
3155
0
    backup.BackupValue = g.Style.Colors[idx];
3156
0
    g.ColorStack.push_back(backup);
3157
0
    g.Style.Colors[idx] = col;
3158
0
}
3159
3160
void ImGui::PopStyleColor(int count)
3161
0
{
3162
0
    ImGuiContext& g = *GImGui;
3163
0
    if (g.ColorStack.Size < count)
3164
0
    {
3165
0
        IM_ASSERT_USER_ERROR(g.ColorStack.Size > count, "Calling PopStyleColor() too many times: stack underflow.");
3166
0
        count = g.ColorStack.Size;
3167
0
    }
3168
0
    while (count > 0)
3169
0
    {
3170
0
        ImGuiColorMod& backup = g.ColorStack.back();
3171
0
        g.Style.Colors[backup.Col] = backup.BackupValue;
3172
0
        g.ColorStack.pop_back();
3173
0
        count--;
3174
0
    }
3175
0
}
3176
3177
static const ImGuiCol GWindowDockStyleColors[ImGuiWindowDockStyleCol_COUNT] =
3178
{
3179
    ImGuiCol_Text, ImGuiCol_Tab, ImGuiCol_TabHovered, ImGuiCol_TabActive, ImGuiCol_TabUnfocused, ImGuiCol_TabUnfocusedActive
3180
};
3181
3182
static const ImGuiDataVarInfo GStyleVarInfo[] =
3183
{
3184
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) },               // ImGuiStyleVar_Alpha
3185
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, DisabledAlpha) },       // ImGuiStyleVar_DisabledAlpha
3186
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) },       // ImGuiStyleVar_WindowPadding
3187
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) },      // ImGuiStyleVar_WindowRounding
3188
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) },    // ImGuiStyleVar_WindowBorderSize
3189
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) },       // ImGuiStyleVar_WindowMinSize
3190
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowTitleAlign) },    // ImGuiStyleVar_WindowTitleAlign
3191
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding) },       // ImGuiStyleVar_ChildRounding
3192
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize) },     // ImGuiStyleVar_ChildBorderSize
3193
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding) },       // ImGuiStyleVar_PopupRounding
3194
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize) },     // ImGuiStyleVar_PopupBorderSize
3195
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) },        // ImGuiStyleVar_FramePadding
3196
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) },       // ImGuiStyleVar_FrameRounding
3197
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize) },     // ImGuiStyleVar_FrameBorderSize
3198
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) },         // ImGuiStyleVar_ItemSpacing
3199
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) },    // ImGuiStyleVar_ItemInnerSpacing
3200
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) },       // ImGuiStyleVar_IndentSpacing
3201
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, CellPadding) },         // ImGuiStyleVar_CellPadding
3202
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize) },       // ImGuiStyleVar_ScrollbarSize
3203
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding) },   // ImGuiStyleVar_ScrollbarRounding
3204
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) },         // ImGuiStyleVar_GrabMinSize
3205
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabRounding) },        // ImGuiStyleVar_GrabRounding
3206
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, TabRounding) },         // ImGuiStyleVar_TabRounding
3207
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, TabBarBorderSize) },    // ImGuiStyleVar_TabBarBorderSize
3208
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) },     // ImGuiStyleVar_ButtonTextAlign
3209
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign
3210
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, SeparatorTextBorderSize) },// ImGuiStyleVar_SeparatorTextBorderSize
3211
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SeparatorTextAlign) },     // ImGuiStyleVar_SeparatorTextAlign
3212
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SeparatorTextPadding) },   // ImGuiStyleVar_SeparatorTextPadding
3213
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, DockingSeparatorSize) },   // ImGuiStyleVar_DockingSeparatorSize
3214
};
3215
3216
const ImGuiDataVarInfo* ImGui::GetStyleVarInfo(ImGuiStyleVar idx)
3217
0
{
3218
0
    IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT);
3219
0
    IM_STATIC_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT);
3220
0
    return &GStyleVarInfo[idx];
3221
0
}
3222
3223
void ImGui::PushStyleVar(ImGuiStyleVar idx, float val)
3224
0
{
3225
0
    ImGuiContext& g = *GImGui;
3226
0
    const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
3227
0
    if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1)
3228
0
    {
3229
0
        float* pvar = (float*)var_info->GetVarPtr(&g.Style);
3230
0
        g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
3231
0
        *pvar = val;
3232
0
        return;
3233
0
    }
3234
0
    IM_ASSERT_USER_ERROR(0, "Called PushStyleVar() variant with wrong type!");
3235
0
}
3236
3237
void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val)
3238
0
{
3239
0
    ImGuiContext& g = *GImGui;
3240
0
    const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
3241
0
    if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2)
3242
0
    {
3243
0
        ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style);
3244
0
        g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
3245
0
        *pvar = val;
3246
0
        return;
3247
0
    }
3248
0
    IM_ASSERT_USER_ERROR(0, "Called PushStyleVar() variant with wrong type!");
3249
0
}
3250
3251
void ImGui::PopStyleVar(int count)
3252
0
{
3253
0
    ImGuiContext& g = *GImGui;
3254
0
    if (g.StyleVarStack.Size < count)
3255
0
    {
3256
0
        IM_ASSERT_USER_ERROR(g.StyleVarStack.Size > count, "Calling PopStyleVar() too many times: stack underflow.");
3257
0
        count = g.StyleVarStack.Size;
3258
0
    }
3259
0
    while (count > 0)
3260
0
    {
3261
        // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it.
3262
0
        ImGuiStyleMod& backup = g.StyleVarStack.back();
3263
0
        const ImGuiDataVarInfo* info = GetStyleVarInfo(backup.VarIdx);
3264
0
        void* data = info->GetVarPtr(&g.Style);
3265
0
        if (info->Type == ImGuiDataType_Float && info->Count == 1)      { ((float*)data)[0] = backup.BackupFloat[0]; }
3266
0
        else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; }
3267
0
        g.StyleVarStack.pop_back();
3268
0
        count--;
3269
0
    }
3270
0
}
3271
3272
const char* ImGui::GetStyleColorName(ImGuiCol idx)
3273
0
{
3274
    // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1";
3275
0
    switch (idx)
3276
0
    {
3277
0
    case ImGuiCol_Text: return "Text";
3278
0
    case ImGuiCol_TextDisabled: return "TextDisabled";
3279
0
    case ImGuiCol_WindowBg: return "WindowBg";
3280
0
    case ImGuiCol_ChildBg: return "ChildBg";
3281
0
    case ImGuiCol_PopupBg: return "PopupBg";
3282
0
    case ImGuiCol_Border: return "Border";
3283
0
    case ImGuiCol_BorderShadow: return "BorderShadow";
3284
0
    case ImGuiCol_FrameBg: return "FrameBg";
3285
0
    case ImGuiCol_FrameBgHovered: return "FrameBgHovered";
3286
0
    case ImGuiCol_FrameBgActive: return "FrameBgActive";
3287
0
    case ImGuiCol_TitleBg: return "TitleBg";
3288
0
    case ImGuiCol_TitleBgActive: return "TitleBgActive";
3289
0
    case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed";
3290
0
    case ImGuiCol_MenuBarBg: return "MenuBarBg";
3291
0
    case ImGuiCol_ScrollbarBg: return "ScrollbarBg";
3292
0
    case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab";
3293
0
    case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered";
3294
0
    case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive";
3295
0
    case ImGuiCol_CheckMark: return "CheckMark";
3296
0
    case ImGuiCol_SliderGrab: return "SliderGrab";
3297
0
    case ImGuiCol_SliderGrabActive: return "SliderGrabActive";
3298
0
    case ImGuiCol_Button: return "Button";
3299
0
    case ImGuiCol_ButtonHovered: return "ButtonHovered";
3300
0
    case ImGuiCol_ButtonActive: return "ButtonActive";
3301
0
    case ImGuiCol_Header: return "Header";
3302
0
    case ImGuiCol_HeaderHovered: return "HeaderHovered";
3303
0
    case ImGuiCol_HeaderActive: return "HeaderActive";
3304
0
    case ImGuiCol_Separator: return "Separator";
3305
0
    case ImGuiCol_SeparatorHovered: return "SeparatorHovered";
3306
0
    case ImGuiCol_SeparatorActive: return "SeparatorActive";
3307
0
    case ImGuiCol_ResizeGrip: return "ResizeGrip";
3308
0
    case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered";
3309
0
    case ImGuiCol_ResizeGripActive: return "ResizeGripActive";
3310
0
    case ImGuiCol_Tab: return "Tab";
3311
0
    case ImGuiCol_TabHovered: return "TabHovered";
3312
0
    case ImGuiCol_TabActive: return "TabActive";
3313
0
    case ImGuiCol_TabUnfocused: return "TabUnfocused";
3314
0
    case ImGuiCol_TabUnfocusedActive: return "TabUnfocusedActive";
3315
0
    case ImGuiCol_DockingPreview: return "DockingPreview";
3316
0
    case ImGuiCol_DockingEmptyBg: return "DockingEmptyBg";
3317
0
    case ImGuiCol_PlotLines: return "PlotLines";
3318
0
    case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered";
3319
0
    case ImGuiCol_PlotHistogram: return "PlotHistogram";
3320
0
    case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered";
3321
0
    case ImGuiCol_TableHeaderBg: return "TableHeaderBg";
3322
0
    case ImGuiCol_TableBorderStrong: return "TableBorderStrong";
3323
0
    case ImGuiCol_TableBorderLight: return "TableBorderLight";
3324
0
    case ImGuiCol_TableRowBg: return "TableRowBg";
3325
0
    case ImGuiCol_TableRowBgAlt: return "TableRowBgAlt";
3326
0
    case ImGuiCol_TextSelectedBg: return "TextSelectedBg";
3327
0
    case ImGuiCol_DragDropTarget: return "DragDropTarget";
3328
0
    case ImGuiCol_NavHighlight: return "NavHighlight";
3329
0
    case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight";
3330
0
    case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg";
3331
0
    case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg";
3332
0
    }
3333
0
    IM_ASSERT(0);
3334
0
    return "Unknown";
3335
0
}
3336
3337
3338
//-----------------------------------------------------------------------------
3339
// [SECTION] RENDER HELPERS
3340
// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change,
3341
// we need a nicer separation between low-level functions and high-level functions relying on the ImGui context.
3342
// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: context.
3343
//-----------------------------------------------------------------------------
3344
3345
const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end)
3346
0
{
3347
0
    const char* text_display_end = text;
3348
0
    if (!text_end)
3349
0
        text_end = (const char*)-1;
3350
3351
0
    while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#'))
3352
0
        text_display_end++;
3353
0
    return text_display_end;
3354
0
}
3355
3356
// Internal ImGui functions to render text
3357
// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText()
3358
void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash)
3359
0
{
3360
0
    ImGuiContext& g = *GImGui;
3361
0
    ImGuiWindow* window = g.CurrentWindow;
3362
3363
    // Hide anything after a '##' string
3364
0
    const char* text_display_end;
3365
0
    if (hide_text_after_hash)
3366
0
    {
3367
0
        text_display_end = FindRenderedTextEnd(text, text_end);
3368
0
    }
3369
0
    else
3370
0
    {
3371
0
        if (!text_end)
3372
0
            text_end = text + strlen(text); // FIXME-OPT
3373
0
        text_display_end = text_end;
3374
0
    }
3375
3376
0
    if (text != text_display_end)
3377
0
    {
3378
0
        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end);
3379
0
        if (g.LogEnabled)
3380
0
            LogRenderedText(&pos, text, text_display_end);
3381
0
    }
3382
0
}
3383
3384
void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width)
3385
0
{
3386
0
    ImGuiContext& g = *GImGui;
3387
0
    ImGuiWindow* window = g.CurrentWindow;
3388
3389
0
    if (!text_end)
3390
0
        text_end = text + strlen(text); // FIXME-OPT
3391
3392
0
    if (text != text_end)
3393
0
    {
3394
0
        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width);
3395
0
        if (g.LogEnabled)
3396
0
            LogRenderedText(&pos, text, text_end);
3397
0
    }
3398
0
}
3399
3400
// Default clip_rect uses (pos_min,pos_max)
3401
// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges)
3402
// FIXME-OPT: Since we have or calculate text_size we could coarse clip whole block immediately, especally for text above draw_list->DrawList.
3403
// Effectively as this is called from widget doing their own coarse clipping it's not very valuable presently. Next time function will take
3404
// better advantage of the render function taking size into account for coarse clipping.
3405
void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
3406
0
{
3407
    // Perform CPU side clipping for single clipped element to avoid using scissor state
3408
0
    ImVec2 pos = pos_min;
3409
0
    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f);
3410
3411
0
    const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min;
3412
0
    const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max;
3413
0
    bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y);
3414
0
    if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min
3415
0
        need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y);
3416
3417
    // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment.
3418
0
    if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x);
3419
0
    if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y);
3420
3421
    // Render
3422
0
    if (need_clipping)
3423
0
    {
3424
0
        ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y);
3425
0
        draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect);
3426
0
    }
3427
0
    else
3428
0
    {
3429
0
        draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL);
3430
0
    }
3431
0
}
3432
3433
void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
3434
0
{
3435
    // Hide anything after a '##' string
3436
0
    const char* text_display_end = FindRenderedTextEnd(text, text_end);
3437
0
    const int text_len = (int)(text_display_end - text);
3438
0
    if (text_len == 0)
3439
0
        return;
3440
3441
0
    ImGuiContext& g = *GImGui;
3442
0
    ImGuiWindow* window = g.CurrentWindow;
3443
0
    RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect);
3444
0
    if (g.LogEnabled)
3445
0
        LogRenderedText(&pos_min, text, text_display_end);
3446
0
}
3447
3448
// Another overly complex function until we reorganize everything into a nice all-in-one helper.
3449
// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display.
3450
// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move.
3451
void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known)
3452
0
{
3453
0
    ImGuiContext& g = *GImGui;
3454
0
    if (text_end_full == NULL)
3455
0
        text_end_full = FindRenderedTextEnd(text);
3456
0
    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f);
3457
3458
    //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255));
3459
    //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255));
3460
    //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255));
3461
    // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels.
3462
0
    if (text_size.x > pos_max.x - pos_min.x)
3463
0
    {
3464
        // Hello wo...
3465
        // |       |   |
3466
        // min   max   ellipsis_max
3467
        //          <-> this is generally some padding value
3468
3469
0
        const ImFont* font = draw_list->_Data->Font;
3470
0
        const float font_size = draw_list->_Data->FontSize;
3471
0
        const float font_scale = font_size / font->FontSize;
3472
0
        const char* text_end_ellipsis = NULL;
3473
0
        const float ellipsis_width = font->EllipsisWidth * font_scale;
3474
3475
        // We can now claim the space between pos_max.x and ellipsis_max.x
3476
0
        const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_width) - pos_min.x, 1.0f);
3477
0
        float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x;
3478
0
        if (text == text_end_ellipsis && text_end_ellipsis < text_end_full)
3479
0
        {
3480
            // Always display at least 1 character if there's no room for character + ellipsis
3481
0
            text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full);
3482
0
            text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x;
3483
0
        }
3484
0
        while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1]))
3485
0
        {
3486
            // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text)
3487
0
            text_end_ellipsis--;
3488
0
            text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte
3489
0
        }
3490
3491
        // Render text, render ellipsis
3492
0
        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f));
3493
0
        ImVec2 ellipsis_pos = ImTrunc(ImVec2(pos_min.x + text_size_clipped_x, pos_min.y));
3494
0
        if (ellipsis_pos.x + ellipsis_width <= ellipsis_max_x)
3495
0
            for (int i = 0; i < font->EllipsisCharCount; i++, ellipsis_pos.x += font->EllipsisCharStep * font_scale)
3496
0
                font->RenderChar(draw_list, font_size, ellipsis_pos, GetColorU32(ImGuiCol_Text), font->EllipsisChar);
3497
0
    }
3498
0
    else
3499
0
    {
3500
0
        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f));
3501
0
    }
3502
3503
0
    if (g.LogEnabled)
3504
0
        LogRenderedText(&pos_min, text, text_end_full);
3505
0
}
3506
3507
// Render a rectangle shaped with optional rounding and borders
3508
void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding)
3509
0
{
3510
0
    ImGuiContext& g = *GImGui;
3511
0
    ImGuiWindow* window = g.CurrentWindow;
3512
0
    window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding);
3513
0
    const float border_size = g.Style.FrameBorderSize;
3514
0
    if (border && border_size > 0.0f)
3515
0
    {
3516
0
        window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
3517
0
        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
3518
0
    }
3519
0
}
3520
3521
void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding)
3522
0
{
3523
0
    ImGuiContext& g = *GImGui;
3524
0
    ImGuiWindow* window = g.CurrentWindow;
3525
0
    const float border_size = g.Style.FrameBorderSize;
3526
0
    if (border_size > 0.0f)
3527
0
    {
3528
0
        window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
3529
0
        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
3530
0
    }
3531
0
}
3532
3533
void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags)
3534
0
{
3535
0
    ImGuiContext& g = *GImGui;
3536
0
    if (id != g.NavId)
3537
0
        return;
3538
0
    if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw))
3539
0
        return;
3540
0
    ImGuiWindow* window = g.CurrentWindow;
3541
0
    if (window->DC.NavHideHighlightOneFrame)
3542
0
        return;
3543
3544
0
    float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding;
3545
0
    ImRect display_rect = bb;
3546
0
    display_rect.ClipWith(window->ClipRect);
3547
0
    if (flags & ImGuiNavHighlightFlags_TypeDefault)
3548
0
    {
3549
0
        const float THICKNESS = 2.0f;
3550
0
        const float DISTANCE = 3.0f + THICKNESS * 0.5f;
3551
0
        display_rect.Expand(ImVec2(DISTANCE, DISTANCE));
3552
0
        bool fully_visible = window->ClipRect.Contains(display_rect);
3553
0
        if (!fully_visible)
3554
0
            window->DrawList->PushClipRect(display_rect.Min, display_rect.Max);
3555
0
        window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), display_rect.Max - ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, 0, THICKNESS);
3556
0
        if (!fully_visible)
3557
0
            window->DrawList->PopClipRect();
3558
0
    }
3559
0
    if (flags & ImGuiNavHighlightFlags_TypeThin)
3560
0
    {
3561
0
        window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, 1.0f);
3562
0
    }
3563
0
}
3564
3565
void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow)
3566
0
{
3567
0
    ImGuiContext& g = *GImGui;
3568
0
    IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT);
3569
0
    ImFontAtlas* font_atlas = g.DrawListSharedData.Font->ContainerAtlas;
3570
0
    for (ImGuiViewportP* viewport : g.Viewports)
3571
0
    {
3572
        // We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor.
3573
0
        ImVec2 offset, size, uv[4];
3574
0
        if (!font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))
3575
0
            continue;
3576
0
        const ImVec2 pos = base_pos - offset;
3577
0
        const float scale = base_scale * viewport->DpiScale;
3578
0
        if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale)))
3579
0
            continue;
3580
0
        ImDrawList* draw_list = GetForegroundDrawList(viewport);
3581
0
        ImTextureID tex_id = font_atlas->TexID;
3582
0
        draw_list->PushTextureID(tex_id);
3583
0
        draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow);
3584
0
        draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow);
3585
0
        draw_list->AddImage(tex_id, pos,                        pos + size * scale,                  uv[2], uv[3], col_border);
3586
0
        draw_list->AddImage(tex_id, pos,                        pos + size * scale,                  uv[0], uv[1], col_fill);
3587
0
        draw_list->PopTextureID();
3588
0
    }
3589
0
}
3590
3591
//-----------------------------------------------------------------------------
3592
// [SECTION] INITIALIZATION, SHUTDOWN
3593
//-----------------------------------------------------------------------------
3594
3595
// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself
3596
// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module
3597
ImGuiContext* ImGui::GetCurrentContext()
3598
0
{
3599
0
    return GImGui;
3600
0
}
3601
3602
void ImGui::SetCurrentContext(ImGuiContext* ctx)
3603
0
{
3604
#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC
3605
    IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this.
3606
#else
3607
0
    GImGui = ctx;
3608
0
#endif
3609
0
}
3610
3611
void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data)
3612
0
{
3613
0
    GImAllocatorAllocFunc = alloc_func;
3614
0
    GImAllocatorFreeFunc = free_func;
3615
0
    GImAllocatorUserData = user_data;
3616
0
}
3617
3618
// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space)
3619
void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data)
3620
0
{
3621
0
    *p_alloc_func = GImAllocatorAllocFunc;
3622
0
    *p_free_func = GImAllocatorFreeFunc;
3623
0
    *p_user_data = GImAllocatorUserData;
3624
0
}
3625
3626
ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas)
3627
0
{
3628
0
    ImGuiContext* prev_ctx = GetCurrentContext();
3629
0
    ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas);
3630
0
    SetCurrentContext(ctx);
3631
0
    Initialize();
3632
0
    if (prev_ctx != NULL)
3633
0
        SetCurrentContext(prev_ctx); // Restore previous context if any, else keep new one.
3634
0
    return ctx;
3635
0
}
3636
3637
void ImGui::DestroyContext(ImGuiContext* ctx)
3638
0
{
3639
0
    ImGuiContext* prev_ctx = GetCurrentContext();
3640
0
    if (ctx == NULL) //-V1051
3641
0
        ctx = prev_ctx;
3642
0
    SetCurrentContext(ctx);
3643
0
    Shutdown();
3644
0
    SetCurrentContext((prev_ctx != ctx) ? prev_ctx : NULL);
3645
0
    IM_DELETE(ctx);
3646
0
}
3647
3648
// IMPORTANT: ###xxx suffixes must be same in ALL languages
3649
static const ImGuiLocEntry GLocalizationEntriesEnUS[] =
3650
{
3651
    { ImGuiLocKey_VersionStr,           "Dear ImGui " IMGUI_VERSION " (" IM_STRINGIFY(IMGUI_VERSION_NUM) ")" },
3652
    { ImGuiLocKey_TableSizeOne,         "Size column to fit###SizeOne"          },
3653
    { ImGuiLocKey_TableSizeAllFit,      "Size all columns to fit###SizeAll"     },
3654
    { ImGuiLocKey_TableSizeAllDefault,  "Size all columns to default###SizeAll" },
3655
    { ImGuiLocKey_TableResetOrder,      "Reset order###ResetOrder"              },
3656
    { ImGuiLocKey_WindowingMainMenuBar, "(Main menu bar)"                       },
3657
    { ImGuiLocKey_WindowingPopup,       "(Popup)"                               },
3658
    { ImGuiLocKey_WindowingUntitled,    "(Untitled)"                            },
3659
    { ImGuiLocKey_DockingHideTabBar,    "Hide tab bar###HideTabBar"             },
3660
    { ImGuiLocKey_DockingHoldShiftToDock, "Hold SHIFT to enable Docking window."},
3661
};
3662
3663
void ImGui::Initialize()
3664
0
{
3665
0
    ImGuiContext& g = *GImGui;
3666
0
    IM_ASSERT(!g.Initialized && !g.SettingsLoaded);
3667
3668
    // Add .ini handle for ImGuiWindow and ImGuiTable types
3669
0
    {
3670
0
        ImGuiSettingsHandler ini_handler;
3671
0
        ini_handler.TypeName = "Window";
3672
0
        ini_handler.TypeHash = ImHashStr("Window");
3673
0
        ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll;
3674
0
        ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen;
3675
0
        ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine;
3676
0
        ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll;
3677
0
        ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll;
3678
0
        AddSettingsHandler(&ini_handler);
3679
0
    }
3680
0
    TableSettingsAddSettingsHandler();
3681
3682
    // Setup default localization table
3683
0
    LocalizeRegisterEntries(GLocalizationEntriesEnUS, IM_ARRAYSIZE(GLocalizationEntriesEnUS));
3684
3685
    // Setup default platform clipboard/IME handlers.
3686
0
    g.IO.GetClipboardTextFn = GetClipboardTextFn_DefaultImpl;    // Platform dependent default implementations
3687
0
    g.IO.SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;
3688
0
    g.IO.ClipboardUserData = (void*)&g;                          // Default implementation use the ImGuiContext as user data (ideally those would be arguments to the function)
3689
0
    g.IO.SetPlatformImeDataFn = SetPlatformImeDataFn_DefaultImpl;
3690
3691
    // Create default viewport
3692
0
    ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)();
3693
0
    viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID;
3694
0
    viewport->Idx = 0;
3695
0
    viewport->PlatformWindowCreated = true;
3696
0
    viewport->Flags = ImGuiViewportFlags_OwnedByApp;
3697
0
    g.Viewports.push_back(viewport);
3698
0
    g.TempBuffer.resize(1024 * 3 + 1, 0);
3699
0
    g.ViewportCreatedCount++;
3700
0
    g.PlatformIO.Viewports.push_back(g.Viewports[0]);
3701
3702
0
#ifdef IMGUI_HAS_DOCK
3703
    // Initialize Docking
3704
0
    DockContextInitialize(&g);
3705
0
#endif
3706
3707
0
    g.Initialized = true;
3708
0
}
3709
3710
// This function is merely here to free heap allocations.
3711
void ImGui::Shutdown()
3712
0
{
3713
    // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame)
3714
0
    ImGuiContext& g = *GImGui;
3715
0
    if (g.IO.Fonts && g.FontAtlasOwnedByContext)
3716
0
    {
3717
0
        g.IO.Fonts->Locked = false;
3718
0
        IM_DELETE(g.IO.Fonts);
3719
0
    }
3720
0
    g.IO.Fonts = NULL;
3721
0
    g.DrawListSharedData.TempBuffer.clear();
3722
3723
    // Cleanup of other data are conditional on actually having initialized Dear ImGui.
3724
0
    if (!g.Initialized)
3725
0
        return;
3726
3727
    // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file)
3728
0
    if (g.SettingsLoaded && g.IO.IniFilename != NULL)
3729
0
        SaveIniSettingsToDisk(g.IO.IniFilename);
3730
3731
    // Destroy platform windows
3732
0
    DestroyPlatformWindows();
3733
3734
    // Shutdown extensions
3735
0
    DockContextShutdown(&g);
3736
3737
0
    CallContextHooks(&g, ImGuiContextHookType_Shutdown);
3738
3739
    // Clear everything else
3740
0
    g.Windows.clear_delete();
3741
0
    g.WindowsFocusOrder.clear();
3742
0
    g.WindowsTempSortBuffer.clear();
3743
0
    g.CurrentWindow = NULL;
3744
0
    g.CurrentWindowStack.clear();
3745
0
    g.WindowsById.Clear();
3746
0
    g.NavWindow = NULL;
3747
0
    g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
3748
0
    g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;
3749
0
    g.MovingWindow = NULL;
3750
3751
0
    g.KeysRoutingTable.Clear();
3752
3753
0
    g.ColorStack.clear();
3754
0
    g.StyleVarStack.clear();
3755
0
    g.FontStack.clear();
3756
0
    g.OpenPopupStack.clear();
3757
0
    g.BeginPopupStack.clear();
3758
0
    g.NavTreeNodeStack.clear();
3759
3760
0
    g.CurrentViewport = g.MouseViewport = g.MouseLastHoveredViewport = NULL;
3761
0
    g.Viewports.clear_delete();
3762
3763
0
    g.TabBars.Clear();
3764
0
    g.CurrentTabBarStack.clear();
3765
0
    g.ShrinkWidthBuffer.clear();
3766
3767
0
    g.ClipperTempData.clear_destruct();
3768
3769
0
    g.Tables.Clear();
3770
0
    g.TablesTempData.clear_destruct();
3771
0
    g.DrawChannelsTempMergeBuffer.clear();
3772
3773
0
    g.ClipboardHandlerData.clear();
3774
0
    g.MenusIdSubmittedThisFrame.clear();
3775
0
    g.InputTextState.ClearFreeMemory();
3776
0
    g.InputTextDeactivatedState.ClearFreeMemory();
3777
3778
0
    g.SettingsWindows.clear();
3779
0
    g.SettingsHandlers.clear();
3780
3781
0
    if (g.LogFile)
3782
0
    {
3783
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
3784
0
        if (g.LogFile != stdout)
3785
0
#endif
3786
0
            ImFileClose(g.LogFile);
3787
0
        g.LogFile = NULL;
3788
0
    }
3789
0
    g.LogBuffer.clear();
3790
0
    g.DebugLogBuf.clear();
3791
0
    g.DebugLogIndex.clear();
3792
3793
0
    g.Initialized = false;
3794
0
}
3795
3796
// No specific ordering/dependency support, will see as needed
3797
ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook)
3798
0
{
3799
0
    ImGuiContext& g = *ctx;
3800
0
    IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_);
3801
0
    g.Hooks.push_back(*hook);
3802
0
    g.Hooks.back().HookId = ++g.HookIdNext;
3803
0
    return g.HookIdNext;
3804
0
}
3805
3806
// Deferred removal, avoiding issue with changing vector while iterating it
3807
void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id)
3808
0
{
3809
0
    ImGuiContext& g = *ctx;
3810
0
    IM_ASSERT(hook_id != 0);
3811
0
    for (ImGuiContextHook& hook : g.Hooks)
3812
0
        if (hook.HookId == hook_id)
3813
0
            hook.Type = ImGuiContextHookType_PendingRemoval_;
3814
0
}
3815
3816
// Call context hooks (used by e.g. test engine)
3817
// We assume a small number of hooks so all stored in same array
3818
void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type)
3819
0
{
3820
0
    ImGuiContext& g = *ctx;
3821
0
    for (ImGuiContextHook& hook : g.Hooks)
3822
0
        if (hook.Type == hook_type)
3823
0
            hook.Callback(&g, &hook);
3824
0
}
3825
3826
3827
//-----------------------------------------------------------------------------
3828
// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
3829
//-----------------------------------------------------------------------------
3830
3831
// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods
3832
ImGuiWindow::ImGuiWindow(ImGuiContext* ctx, const char* name) : DrawListInst(NULL)
3833
0
{
3834
0
    memset(this, 0, sizeof(*this));
3835
0
    Ctx = ctx;
3836
0
    Name = ImStrdup(name);
3837
0
    NameBufLen = (int)strlen(name) + 1;
3838
0
    ID = ImHashStr(name);
3839
0
    IDStack.push_back(ID);
3840
0
    ViewportAllowPlatformMonitorExtend = -1;
3841
0
    ViewportPos = ImVec2(FLT_MAX, FLT_MAX);
3842
0
    MoveId = GetID("#MOVE");
3843
0
    TabId = GetID("#TAB");
3844
0
    ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
3845
0
    ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);
3846
0
    AutoFitFramesX = AutoFitFramesY = -1;
3847
0
    AutoPosLastDirection = ImGuiDir_None;
3848
0
    SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = SetWindowDockAllowFlags = 0;
3849
0
    SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);
3850
0
    LastFrameActive = -1;
3851
0
    LastFrameJustFocused = -1;
3852
0
    LastTimeActive = -1.0f;
3853
0
    FontWindowScale = FontDpiScale = 1.0f;
3854
0
    SettingsOffset = -1;
3855
0
    DockOrder = -1;
3856
0
    DrawList = &DrawListInst;
3857
0
    DrawList->_Data = &Ctx->DrawListSharedData;
3858
0
    DrawList->_OwnerName = Name;
3859
0
    NavPreferredScoringPosRel[0] = NavPreferredScoringPosRel[1] = ImVec2(FLT_MAX, FLT_MAX);
3860
0
    IM_PLACEMENT_NEW(&WindowClass) ImGuiWindowClass();
3861
0
}
3862
3863
ImGuiWindow::~ImGuiWindow()
3864
0
{
3865
0
    IM_ASSERT(DrawList == &DrawListInst);
3866
0
    IM_DELETE(Name);
3867
0
    ColumnsStorage.clear_destruct();
3868
0
}
3869
3870
ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end)
3871
0
{
3872
0
    ImGuiID seed = IDStack.back();
3873
0
    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
3874
0
    ImGuiContext& g = *Ctx;
3875
0
    if (g.DebugHookIdInfo == id)
3876
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
3877
0
    return id;
3878
0
}
3879
3880
ImGuiID ImGuiWindow::GetID(const void* ptr)
3881
0
{
3882
0
    ImGuiID seed = IDStack.back();
3883
0
    ImGuiID id = ImHashData(&ptr, sizeof(void*), seed);
3884
0
    ImGuiContext& g = *Ctx;
3885
0
    if (g.DebugHookIdInfo == id)
3886
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL);
3887
0
    return id;
3888
0
}
3889
3890
ImGuiID ImGuiWindow::GetID(int n)
3891
0
{
3892
0
    ImGuiID seed = IDStack.back();
3893
0
    ImGuiID id = ImHashData(&n, sizeof(n), seed);
3894
0
    ImGuiContext& g = *Ctx;
3895
0
    if (g.DebugHookIdInfo == id)
3896
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);
3897
0
    return id;
3898
0
}
3899
3900
// This is only used in rare/specific situations to manufacture an ID out of nowhere.
3901
ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs)
3902
0
{
3903
0
    ImGuiID seed = IDStack.back();
3904
0
    ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs);
3905
0
    ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed);
3906
0
    return id;
3907
0
}
3908
3909
static void SetCurrentWindow(ImGuiWindow* window)
3910
0
{
3911
0
    ImGuiContext& g = *GImGui;
3912
0
    g.CurrentWindow = window;
3913
0
    g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL;
3914
0
    if (window)
3915
0
    {
3916
0
        g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
3917
0
        ImGui::NavUpdateCurrentWindowIsScrollPushableX();
3918
0
    }
3919
0
}
3920
3921
void ImGui::GcCompactTransientMiscBuffers()
3922
0
{
3923
0
    ImGuiContext& g = *GImGui;
3924
0
    g.ItemFlagsStack.clear();
3925
0
    g.GroupStack.clear();
3926
0
    TableGcCompactSettings();
3927
0
}
3928
3929
// Free up/compact internal window buffers, we can use this when a window becomes unused.
3930
// Not freed:
3931
// - ImGuiWindow, ImGuiWindowSettings, Name, StateStorage, ColumnsStorage (may hold useful data)
3932
// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost.
3933
void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window)
3934
0
{
3935
0
    window->MemoryCompacted = true;
3936
0
    window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity;
3937
0
    window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity;
3938
0
    window->IDStack.clear();
3939
0
    window->DrawList->_ClearFreeMemory();
3940
0
    window->DC.ChildWindows.clear();
3941
0
    window->DC.ItemWidthStack.clear();
3942
0
    window->DC.TextWrapPosStack.clear();
3943
0
}
3944
3945
void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window)
3946
0
{
3947
    // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening.
3948
    // The other buffers tends to amortize much faster.
3949
0
    window->MemoryCompacted = false;
3950
0
    window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity);
3951
0
    window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity);
3952
0
    window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0;
3953
0
}
3954
3955
void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
3956
0
{
3957
0
    ImGuiContext& g = *GImGui;
3958
3959
    // Clear previous active id
3960
0
    if (g.ActiveId != 0)
3961
0
    {
3962
        // While most behaved code would make an effort to not steal active id during window move/drag operations,
3963
        // we at least need to be resilient to it. Canceling the move is rather aggressive and users of 'master' branch
3964
        // may prefer the weird ill-defined half working situation ('docking' did assert), so may need to rework that.
3965
0
        if (g.MovingWindow != NULL && g.ActiveId == g.MovingWindow->MoveId)
3966
0
        {
3967
0
            IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() cancel MovingWindow\n");
3968
0
            g.MovingWindow = NULL;
3969
0
        }
3970
3971
        // This could be written in a more general way (e.g associate a hook to ActiveId),
3972
        // but since this is currently quite an exception we'll leave it as is.
3973
        // One common scenario leading to this is: pressing Key ->NavMoveRequestApplyResult() -> ClearActiveId()
3974
0
        if (g.InputTextState.ID == g.ActiveId)
3975
0
            InputTextDeactivateHook(g.ActiveId);
3976
0
    }
3977
3978
    // Set active id
3979
0
    g.ActiveIdIsJustActivated = (g.ActiveId != id);
3980
0
    if (g.ActiveIdIsJustActivated)
3981
0
    {
3982
0
        IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() old:0x%08X (window \"%s\") -> new:0x%08X (window \"%s\")\n", g.ActiveId, g.ActiveIdWindow ? g.ActiveIdWindow->Name : "", id, window ? window->Name : "");
3983
0
        g.ActiveIdTimer = 0.0f;
3984
0
        g.ActiveIdHasBeenPressedBefore = false;
3985
0
        g.ActiveIdHasBeenEditedBefore = false;
3986
0
        g.ActiveIdMouseButton = -1;
3987
0
        if (id != 0)
3988
0
        {
3989
0
            g.LastActiveId = id;
3990
0
            g.LastActiveIdTimer = 0.0f;
3991
0
        }
3992
0
    }
3993
0
    g.ActiveId = id;
3994
0
    g.ActiveIdAllowOverlap = false;
3995
0
    g.ActiveIdNoClearOnFocusLoss = false;
3996
0
    g.ActiveIdWindow = window;
3997
0
    g.ActiveIdHasBeenEditedThisFrame = false;
3998
0
    if (id)
3999
0
    {
4000
0
        g.ActiveIdIsAlive = id;
4001
0
        g.ActiveIdSource = (g.NavActivateId == id || g.NavJustMovedToId == id) ? g.NavInputSource : ImGuiInputSource_Mouse;
4002
0
        IM_ASSERT(g.ActiveIdSource != ImGuiInputSource_None);
4003
0
    }
4004
4005
    // Clear declaration of inputs claimed by the widget
4006
    // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet)
4007
0
    g.ActiveIdUsingNavDirMask = 0x00;
4008
0
    g.ActiveIdUsingAllKeyboardKeys = false;
4009
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
4010
    g.ActiveIdUsingNavInputMask = 0x00;
4011
#endif
4012
0
}
4013
4014
void ImGui::ClearActiveID()
4015
0
{
4016
0
    SetActiveID(0, NULL); // g.ActiveId = 0;
4017
0
}
4018
4019
void ImGui::SetHoveredID(ImGuiID id)
4020
0
{
4021
0
    ImGuiContext& g = *GImGui;
4022
0
    g.HoveredId = id;
4023
0
    g.HoveredIdAllowOverlap = false;
4024
0
    if (id != 0 && g.HoveredIdPreviousFrame != id)
4025
0
        g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f;
4026
0
}
4027
4028
ImGuiID ImGui::GetHoveredID()
4029
0
{
4030
0
    ImGuiContext& g = *GImGui;
4031
0
    return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame;
4032
0
}
4033
4034
// This is called by ItemAdd().
4035
// Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID().
4036
void ImGui::KeepAliveID(ImGuiID id)
4037
0
{
4038
0
    ImGuiContext& g = *GImGui;
4039
0
    if (g.ActiveId == id)
4040
0
        g.ActiveIdIsAlive = id;
4041
0
    if (g.ActiveIdPreviousFrame == id)
4042
0
        g.ActiveIdPreviousFrameIsAlive = true;
4043
0
}
4044
4045
void ImGui::MarkItemEdited(ImGuiID id)
4046
0
{
4047
    // This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit().
4048
    // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need to fill the data.
4049
0
    ImGuiContext& g = *GImGui;
4050
0
    if (g.LockMarkEdited > 0)
4051
0
        return;
4052
0
    if (g.ActiveId == id || g.ActiveId == 0)
4053
0
    {
4054
0
        g.ActiveIdHasBeenEditedThisFrame = true;
4055
0
        g.ActiveIdHasBeenEditedBefore = true;
4056
0
    }
4057
4058
    // We accept a MarkItemEdited() on drag and drop targets (see https://github.com/ocornut/imgui/issues/1875#issuecomment-978243343)
4059
    // We accept 'ActiveIdPreviousFrame == id' for InputText() returning an edit after it has been taken ActiveId away (#4714)
4060
0
    IM_ASSERT(g.DragDropActive || g.ActiveId == id || g.ActiveId == 0 || g.ActiveIdPreviousFrame == id);
4061
4062
    //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id);
4063
0
    g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
4064
0
}
4065
4066
bool ImGui::IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags)
4067
0
{
4068
    // An active popup disable hovering on other windows (apart from its own children)
4069
    // FIXME-OPT: This could be cached/stored within the window.
4070
0
    ImGuiContext& g = *GImGui;
4071
0
    if (g.NavWindow)
4072
0
        if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindowDockTree)
4073
0
            if (focused_root_window->WasActive && focused_root_window != window->RootWindowDockTree)
4074
0
            {
4075
                // For the purpose of those flags we differentiate "standard popup" from "modal popup"
4076
                // NB: The 'else' is important because Modal windows are also Popups.
4077
0
                bool want_inhibit = false;
4078
0
                if (focused_root_window->Flags & ImGuiWindowFlags_Modal)
4079
0
                    want_inhibit = true;
4080
0
                else if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup))
4081
0
                    want_inhibit = true;
4082
4083
                // Inhibit hover unless the window is within the stack of our modal/popup
4084
0
                if (want_inhibit)
4085
0
                    if (!IsWindowWithinBeginStackOf(window->RootWindow, focused_root_window))
4086
0
                        return false;
4087
0
            }
4088
4089
    // Filter by viewport
4090
0
    if (window->Viewport != g.MouseViewport)
4091
0
        if (g.MovingWindow == NULL || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree)
4092
0
            return false;
4093
4094
0
    return true;
4095
0
}
4096
4097
static inline float CalcDelayFromHoveredFlags(ImGuiHoveredFlags flags)
4098
0
{
4099
0
    ImGuiContext& g = *GImGui;
4100
0
    if (flags & ImGuiHoveredFlags_DelayShort)
4101
0
        return g.Style.HoverDelayShort;
4102
0
    if (flags & ImGuiHoveredFlags_DelayNormal)
4103
0
        return g.Style.HoverDelayNormal;
4104
0
    return 0.0f;
4105
0
}
4106
4107
// This is roughly matching the behavior of internal-facing ItemHoverable()
4108
// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered()
4109
// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId
4110
bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
4111
0
{
4112
0
    ImGuiContext& g = *GImGui;
4113
0
    ImGuiWindow* window = g.CurrentWindow;
4114
0
    IM_ASSERT((flags & ~ImGuiHoveredFlags_AllowedMaskForIsItemHovered) == 0 && "Invalid flags for IsItemHovered()!");
4115
4116
0
    if (g.NavDisableMouseHover && !g.NavDisableHighlight && !(flags & ImGuiHoveredFlags_NoNavOverride))
4117
0
    {
4118
0
        if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
4119
0
            return false;
4120
0
        if (!IsItemFocused())
4121
0
            return false;
4122
4123
0
        if (flags & ImGuiHoveredFlags_ForTooltip)
4124
0
            flags |= g.Style.HoverFlagsForTooltipNav;
4125
0
    }
4126
0
    else
4127
0
    {
4128
        // Test for bounding box overlap, as updated as ItemAdd()
4129
0
        ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags;
4130
0
        if (!(status_flags & ImGuiItemStatusFlags_HoveredRect))
4131
0
            return false;
4132
4133
0
        if (flags & ImGuiHoveredFlags_ForTooltip)
4134
0
            flags |= g.Style.HoverFlagsForTooltipMouse;
4135
4136
0
        IM_ASSERT((flags & (ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy)) == 0);   // Flags not supported by this function
4137
4138
        // Done with rectangle culling so we can perform heavier checks now
4139
        // Test if we are hovering the right window (our window could be behind another window)
4140
        // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851)
4141
        // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable
4142
        // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was
4143
        // the test that has been running for a long while.
4144
0
        if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0)
4145
0
            if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByWindow) == 0)
4146
0
                return false;
4147
4148
        // Test if another item is active (e.g. being dragged)
4149
0
        const ImGuiID id = g.LastItemData.ID;
4150
0
        if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0)
4151
0
            if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
4152
0
                if (g.ActiveId != window->MoveId && g.ActiveId != window->TabId)
4153
0
                    return false;
4154
4155
        // Test if interactions on this window are blocked by an active popup or modal.
4156
        // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here.
4157
0
        if (!IsWindowContentHoverable(window, flags) && !(g.LastItemData.InFlags & ImGuiItemFlags_NoWindowHoverableCheck))
4158
0
            return false;
4159
4160
        // Test if the item is disabled
4161
0
        if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
4162
0
            return false;
4163
4164
        // Special handling for calling after Begin() which represent the title bar or tab.
4165
        // When the window is skipped/collapsed (SkipItems==true) that last item (always ->MoveId submitted by Begin)
4166
        // will never be overwritten so we need to detect the case.
4167
0
        if (id == window->MoveId && window->WriteAccessed)
4168
0
            return false;
4169
4170
        // Test if using AllowOverlap and overlapped
4171
0
        if ((g.LastItemData.InFlags & ImGuiItemFlags_AllowOverlap) && id != 0)
4172
0
            if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByItem) == 0)
4173
0
                if (g.HoveredIdPreviousFrame != g.LastItemData.ID)
4174
0
                    return false;
4175
0
    }
4176
4177
    // Handle hover delay
4178
    // (some ideas: https://www.nngroup.com/articles/timing-exposing-content)
4179
0
    const float delay = CalcDelayFromHoveredFlags(flags);
4180
0
    if (delay > 0.0f || (flags & ImGuiHoveredFlags_Stationary))
4181
0
    {
4182
0
        ImGuiID hover_delay_id = (g.LastItemData.ID != 0) ? g.LastItemData.ID : window->GetIDFromRectangle(g.LastItemData.Rect);
4183
0
        if ((flags & ImGuiHoveredFlags_NoSharedDelay) && (g.HoverItemDelayIdPreviousFrame != hover_delay_id))
4184
0
            g.HoverItemDelayTimer = 0.0f;
4185
0
        g.HoverItemDelayId = hover_delay_id;
4186
4187
        // When changing hovered item we requires a bit of stationary delay before activating hover timer,
4188
        // but once unlocked on a given item we also moving.
4189
        //if (g.HoverDelayTimer >= delay && (g.HoverDelayTimer - g.IO.DeltaTime < delay || g.MouseStationaryTimer - g.IO.DeltaTime < g.Style.HoverStationaryDelay)) { IMGUI_DEBUG_LOG("HoverDelayTimer = %f/%f, MouseStationaryTimer = %f\n", g.HoverDelayTimer, delay, g.MouseStationaryTimer); }
4190
0
        if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverItemUnlockedStationaryId != hover_delay_id)
4191
0
            return false;
4192
4193
0
        if (g.HoverItemDelayTimer < delay)
4194
0
            return false;
4195
0
    }
4196
4197
0
    return true;
4198
0
}
4199
4200
// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered().
4201
// (this does not rely on LastItemData it can be called from a ButtonBehavior() call not following an ItemAdd() call)
4202
// FIXME-LEGACY: the 'ImGuiItemFlags item_flags' parameter was added on 2023-06-28.
4203
// If you used this in your legacy/custom widgets code:
4204
// - Commonly: if your ItemHoverable() call comes after an ItemAdd() call: pass 'item_flags = g.LastItemData.InFlags'.
4205
// - Rare: otherwise you may pass 'item_flags = 0' (ImGuiItemFlags_None) unless you want to benefit from special behavior handled by ItemHoverable.
4206
bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags)
4207
0
{
4208
0
    ImGuiContext& g = *GImGui;
4209
0
    ImGuiWindow* window = g.CurrentWindow;
4210
0
    if (g.HoveredWindow != window)
4211
0
        return false;
4212
0
    if (!IsMouseHoveringRect(bb.Min, bb.Max))
4213
0
        return false;
4214
4215
0
    if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap)
4216
0
        return false;
4217
0
    if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
4218
0
        return false;
4219
4220
    // Done with rectangle culling so we can perform heavier checks now.
4221
0
    if (!(item_flags & ImGuiItemFlags_NoWindowHoverableCheck) && !IsWindowContentHoverable(window, ImGuiHoveredFlags_None))
4222
0
    {
4223
0
        g.HoveredIdDisabled = true;
4224
0
        return false;
4225
0
    }
4226
4227
    // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level
4228
    // hover test in widgets code. We could also decide to split this function is two.
4229
0
    if (id != 0)
4230
0
    {
4231
        // Drag source doesn't report as hovered
4232
0
        if (g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover))
4233
0
            return false;
4234
4235
0
        SetHoveredID(id);
4236
4237
        // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match.
4238
        // This allows using patterns where a later submitted widget overlaps a previous one. Generally perceived as a front-to-back hit-test.
4239
0
        if (item_flags & ImGuiItemFlags_AllowOverlap)
4240
0
        {
4241
0
            g.HoveredIdAllowOverlap = true;
4242
0
            if (g.HoveredIdPreviousFrame != id)
4243
0
                return false;
4244
0
        }
4245
0
    }
4246
4247
    // When disabled we'll return false but still set HoveredId
4248
0
    if (item_flags & ImGuiItemFlags_Disabled)
4249
0
    {
4250
        // Release active id if turning disabled
4251
0
        if (g.ActiveId == id && id != 0)
4252
0
            ClearActiveID();
4253
0
        g.HoveredIdDisabled = true;
4254
0
        return false;
4255
0
    }
4256
4257
0
    if (id != 0)
4258
0
    {
4259
        // [DEBUG] Item Picker tool!
4260
        // We perform the check here because SetHoveredID() is not frequently called (1~ time a frame), making
4261
        // the cost of this tool near-zero. We can get slightly better call-stack and support picking non-hovered
4262
        // items if we performed the test in ItemAdd(), but that would incur a small runtime cost.
4263
0
        if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id)
4264
0
            GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255));
4265
0
        if (g.DebugItemPickerBreakId == id)
4266
0
            IM_DEBUG_BREAK();
4267
0
    }
4268
4269
0
    if (g.NavDisableMouseHover)
4270
0
        return false;
4271
4272
0
    return true;
4273
0
}
4274
4275
// FIXME: This is inlined/duplicated in ItemAdd()
4276
bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id)
4277
0
{
4278
0
    ImGuiContext& g = *GImGui;
4279
0
    ImGuiWindow* window = g.CurrentWindow;
4280
0
    if (!bb.Overlaps(window->ClipRect))
4281
0
        if (id == 0 || (id != g.ActiveId && id != g.NavId))
4282
0
            if (!g.LogEnabled)
4283
0
                return true;
4284
0
    return false;
4285
0
}
4286
4287
// This is also inlined in ItemAdd()
4288
// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set g.LastItemData.DisplayRect.
4289
void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags item_flags, const ImRect& item_rect)
4290
0
{
4291
0
    ImGuiContext& g = *GImGui;
4292
0
    g.LastItemData.ID = item_id;
4293
0
    g.LastItemData.InFlags = in_flags;
4294
0
    g.LastItemData.StatusFlags = item_flags;
4295
0
    g.LastItemData.Rect = g.LastItemData.NavRect = item_rect;
4296
0
}
4297
4298
float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
4299
0
{
4300
0
    if (wrap_pos_x < 0.0f)
4301
0
        return 0.0f;
4302
4303
0
    ImGuiContext& g = *GImGui;
4304
0
    ImGuiWindow* window = g.CurrentWindow;
4305
0
    if (wrap_pos_x == 0.0f)
4306
0
    {
4307
        // We could decide to setup a default wrapping max point for auto-resizing windows,
4308
        // or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function?
4309
        //if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize))
4310
        //    wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x);
4311
        //else
4312
0
        wrap_pos_x = window->WorkRect.Max.x;
4313
0
    }
4314
0
    else if (wrap_pos_x > 0.0f)
4315
0
    {
4316
0
        wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space
4317
0
    }
4318
4319
0
    return ImMax(wrap_pos_x - pos.x, 1.0f);
4320
0
}
4321
4322
// IM_ALLOC() == ImGui::MemAlloc()
4323
void* ImGui::MemAlloc(size_t size)
4324
0
{
4325
0
    void* ptr = (*GImAllocatorAllocFunc)(size, GImAllocatorUserData);
4326
0
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
4327
0
    if (ImGuiContext* ctx = GImGui)
4328
0
        DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, size);
4329
0
#endif
4330
0
    return ptr;
4331
0
}
4332
4333
// IM_FREE() == ImGui::MemFree()
4334
void ImGui::MemFree(void* ptr)
4335
0
{
4336
0
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
4337
0
    if (ptr != NULL)
4338
0
        if (ImGuiContext* ctx = GImGui)
4339
0
            DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, (size_t)-1);
4340
0
#endif
4341
0
    return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData);
4342
0
}
4343
4344
// We record the number of allocation in recent frames, as a way to audit/sanitize our guiding principles of "no allocations on idle/repeating frames"
4345
void ImGui::DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr, size_t size)
4346
0
{
4347
0
    ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[info->LastEntriesIdx];
4348
0
    IM_UNUSED(ptr);
4349
0
    if (entry->FrameCount != frame_count)
4350
0
    {
4351
0
        info->LastEntriesIdx = (info->LastEntriesIdx + 1) % IM_ARRAYSIZE(info->LastEntriesBuf);
4352
0
        entry = &info->LastEntriesBuf[info->LastEntriesIdx];
4353
0
        entry->FrameCount = frame_count;
4354
0
        entry->AllocCount = entry->FreeCount = 0;
4355
0
    }
4356
0
    if (size != (size_t)-1)
4357
0
    {
4358
0
        entry->AllocCount++;
4359
0
        info->TotalAllocCount++;
4360
        //printf("[%05d] MemAlloc(%d) -> 0x%p\n", frame_count, size, ptr);
4361
0
    }
4362
0
    else
4363
0
    {
4364
0
        entry->FreeCount++;
4365
0
        info->TotalFreeCount++;
4366
        //printf("[%05d] MemFree(0x%p)\n", frame_count, ptr);
4367
0
    }
4368
0
}
4369
4370
const char* ImGui::GetClipboardText()
4371
0
{
4372
0
    ImGuiContext& g = *GImGui;
4373
0
    return g.IO.GetClipboardTextFn ? g.IO.GetClipboardTextFn(g.IO.ClipboardUserData) : "";
4374
0
}
4375
4376
void ImGui::SetClipboardText(const char* text)
4377
0
{
4378
0
    ImGuiContext& g = *GImGui;
4379
0
    if (g.IO.SetClipboardTextFn)
4380
0
        g.IO.SetClipboardTextFn(g.IO.ClipboardUserData, text);
4381
0
}
4382
4383
const char* ImGui::GetVersion()
4384
0
{
4385
0
    return IMGUI_VERSION;
4386
0
}
4387
4388
ImGuiIO& ImGui::GetIO()
4389
0
{
4390
0
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
4391
0
    return GImGui->IO;
4392
0
}
4393
4394
ImGuiPlatformIO& ImGui::GetPlatformIO()
4395
0
{
4396
0
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?");
4397
0
    return GImGui->PlatformIO;
4398
0
}
4399
4400
// Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame()
4401
ImDrawData* ImGui::GetDrawData()
4402
0
{
4403
0
    ImGuiContext& g = *GImGui;
4404
0
    ImGuiViewportP* viewport = g.Viewports[0];
4405
0
    return viewport->DrawDataP.Valid ? &viewport->DrawDataP : NULL;
4406
0
}
4407
4408
double ImGui::GetTime()
4409
0
{
4410
0
    return GImGui->Time;
4411
0
}
4412
4413
int ImGui::GetFrameCount()
4414
0
{
4415
0
    return GImGui->FrameCount;
4416
0
}
4417
4418
static ImDrawList* GetViewportBgFgDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name)
4419
0
{
4420
    // Create the draw list on demand, because they are not frequently used for all viewports
4421
0
    ImGuiContext& g = *GImGui;
4422
0
    IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->BgFgDrawLists));
4423
0
    ImDrawList* draw_list = viewport->BgFgDrawLists[drawlist_no];
4424
0
    if (draw_list == NULL)
4425
0
    {
4426
0
        draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData);
4427
0
        draw_list->_OwnerName = drawlist_name;
4428
0
        viewport->BgFgDrawLists[drawlist_no] = draw_list;
4429
0
    }
4430
4431
    // Our ImDrawList system requires that there is always a command
4432
0
    if (viewport->BgFgDrawListsLastFrame[drawlist_no] != g.FrameCount)
4433
0
    {
4434
0
        draw_list->_ResetForNewFrame();
4435
0
        draw_list->PushTextureID(g.IO.Fonts->TexID);
4436
0
        draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false);
4437
0
        viewport->BgFgDrawListsLastFrame[drawlist_no] = g.FrameCount;
4438
0
    }
4439
0
    return draw_list;
4440
0
}
4441
4442
ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport)
4443
0
{
4444
0
    return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 0, "##Background");
4445
0
}
4446
4447
ImDrawList* ImGui::GetBackgroundDrawList()
4448
0
{
4449
0
    ImGuiContext& g = *GImGui;
4450
0
    return GetBackgroundDrawList(g.CurrentWindow->Viewport);
4451
0
}
4452
4453
ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport)
4454
0
{
4455
0
    return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 1, "##Foreground");
4456
0
}
4457
4458
ImDrawList* ImGui::GetForegroundDrawList()
4459
0
{
4460
0
    ImGuiContext& g = *GImGui;
4461
0
    return GetForegroundDrawList(g.CurrentWindow->Viewport);
4462
0
}
4463
4464
ImDrawListSharedData* ImGui::GetDrawListSharedData()
4465
0
{
4466
0
    return &GImGui->DrawListSharedData;
4467
0
}
4468
4469
void ImGui::StartMouseMovingWindow(ImGuiWindow* window)
4470
0
{
4471
    // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows.
4472
    // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward.
4473
    // This is because we want ActiveId to be set even when the window is not permitted to move.
4474
0
    ImGuiContext& g = *GImGui;
4475
0
    FocusWindow(window);
4476
0
    SetActiveID(window->MoveId, window);
4477
0
    g.NavDisableHighlight = true;
4478
0
    g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindowDockTree->Pos;
4479
0
    g.ActiveIdNoClearOnFocusLoss = true;
4480
0
    SetActiveIdUsingAllKeyboardKeys();
4481
4482
0
    bool can_move_window = true;
4483
0
    if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoMove))
4484
0
        can_move_window = false;
4485
0
    if (ImGuiDockNode* node = window->DockNodeAsHost)
4486
0
        if (node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove))
4487
0
            can_move_window = false;
4488
0
    if (can_move_window)
4489
0
        g.MovingWindow = window;
4490
0
}
4491
4492
// We use 'undock_floating_node == false' when dragging from title bar to allow moving groups of floating nodes without undocking them.
4493
// - undock_floating_node == true: when dragging from a floating node within a hierarchy, always undock the node.
4494
// - undock_floating_node == false: when dragging from a floating node within a hierarchy, move root window.
4495
void ImGui::StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock_floating_node)
4496
0
{
4497
0
    ImGuiContext& g = *GImGui;
4498
0
    bool can_undock_node = false;
4499
0
    if (node != NULL && node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove) == 0 && (node->MergedFlags & ImGuiDockNodeFlags_NoUndocking) == 0)
4500
0
    {
4501
        // Can undock if:
4502
        // - part of a floating node hierarchy with more than one visible node (if only one is visible, we'll just move the whole hierarchy)
4503
        // - part of a dockspace node hierarchy (trivia: undocking from a fixed/central node will create a new node and copy windows)
4504
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
4505
0
        if (root_node->OnlyNodeWithWindows != node || root_node->CentralNode != NULL)   // -V1051 PVS-Studio thinks node should be root_node and is wrong about that.
4506
0
            if (undock_floating_node || root_node->IsDockSpace())
4507
0
                can_undock_node = true;
4508
0
    }
4509
4510
0
    const bool clicked = IsMouseClicked(0);
4511
0
    const bool dragging = IsMouseDragging(0, g.IO.MouseDragThreshold * 1.70f);
4512
0
    if (can_undock_node && dragging)
4513
0
        DockContextQueueUndockNode(&g, node); // Will lead to DockNodeStartMouseMovingWindow() -> StartMouseMovingWindow() being called next frame
4514
0
    else if (!can_undock_node && (clicked || dragging) && g.MovingWindow != window)
4515
0
        StartMouseMovingWindow(window);
4516
0
}
4517
4518
// Handle mouse moving window
4519
// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing()
4520
// FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId.
4521
// This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs,
4522
// but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other.
4523
void ImGui::UpdateMouseMovingWindowNewFrame()
4524
0
{
4525
0
    ImGuiContext& g = *GImGui;
4526
0
    if (g.MovingWindow != NULL)
4527
0
    {
4528
        // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window).
4529
        // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency.
4530
0
        KeepAliveID(g.ActiveId);
4531
0
        IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindowDockTree);
4532
0
        ImGuiWindow* moving_window = g.MovingWindow->RootWindowDockTree;
4533
4534
        // When a window stop being submitted while being dragged, it may will its viewport until next Begin()
4535
0
        const bool window_disappared = (!moving_window->WasActive && !moving_window->Active);
4536
0
        if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos) && !window_disappared)
4537
0
        {
4538
0
            ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset;
4539
0
            if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y)
4540
0
            {
4541
0
                SetWindowPos(moving_window, pos, ImGuiCond_Always);
4542
0
                if (moving_window->Viewport && moving_window->ViewportOwned) // Synchronize viewport immediately because some overlays may relies on clipping rectangle before we Begin() into the window.
4543
0
                {
4544
0
                    moving_window->Viewport->Pos = pos;
4545
0
                    moving_window->Viewport->UpdateWorkRect();
4546
0
                }
4547
0
            }
4548
0
            FocusWindow(g.MovingWindow);
4549
0
        }
4550
0
        else
4551
0
        {
4552
0
            if (!window_disappared)
4553
0
            {
4554
                // Try to merge the window back into the main viewport.
4555
                // This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports)
4556
0
                if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
4557
0
                    UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport);
4558
4559
                // Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button.
4560
0
                if (moving_window->Viewport && !IsDragDropPayloadBeingAccepted())
4561
0
                    g.MouseViewport = moving_window->Viewport;
4562
4563
                // Clear the NoInput window flag set by the Viewport system
4564
0
                if (moving_window->Viewport)
4565
0
                    moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs;
4566
0
            }
4567
4568
0
            g.MovingWindow = NULL;
4569
0
            ClearActiveID();
4570
0
        }
4571
0
    }
4572
0
    else
4573
0
    {
4574
        // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others.
4575
0
        if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId)
4576
0
        {
4577
0
            KeepAliveID(g.ActiveId);
4578
0
            if (!g.IO.MouseDown[0])
4579
0
                ClearActiveID();
4580
0
        }
4581
0
    }
4582
0
}
4583
4584
// Initiate moving window when clicking on empty space or title bar.
4585
// Handle left-click and right-click focus.
4586
void ImGui::UpdateMouseMovingWindowEndFrame()
4587
0
{
4588
0
    ImGuiContext& g = *GImGui;
4589
0
    if (g.ActiveId != 0 || g.HoveredId != 0)
4590
0
        return;
4591
4592
    // Unless we just made a window/popup appear
4593
0
    if (g.NavWindow && g.NavWindow->Appearing)
4594
0
        return;
4595
4596
    // Click on empty space to focus window and start moving
4597
    // (after we're done with all our widgets, so e.g. clicking on docking tab-bar which have set HoveredId already and not get us here!)
4598
0
    if (g.IO.MouseClicked[0])
4599
0
    {
4600
        // Handle the edge case of a popup being closed while clicking in its empty space.
4601
        // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more.
4602
0
        ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL;
4603
0
        const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel);
4604
4605
0
        if (root_window != NULL && !is_closed_popup)
4606
0
        {
4607
0
            StartMouseMovingWindow(g.HoveredWindow); //-V595
4608
4609
            // Cancel moving if clicked outside of title bar
4610
0
            if (g.IO.ConfigWindowsMoveFromTitleBarOnly)
4611
0
                if (!(root_window->Flags & ImGuiWindowFlags_NoTitleBar) || root_window->DockIsActive)
4612
0
                    if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))
4613
0
                        g.MovingWindow = NULL;
4614
4615
            // Cancel moving if clicked over an item which was disabled or inhibited by popups (note that we know HoveredId == 0 already)
4616
0
            if (g.HoveredIdDisabled)
4617
0
                g.MovingWindow = NULL;
4618
0
        }
4619
0
        else if (root_window == NULL && g.NavWindow != NULL)
4620
0
        {
4621
            // Clicking on void disable focus
4622
0
            FocusWindow(NULL, ImGuiFocusRequestFlags_UnlessBelowModal);
4623
0
        }
4624
0
    }
4625
4626
    // With right mouse button we close popups without changing focus based on where the mouse is aimed
4627
    // Instead, focus will be restored to the window under the bottom-most closed popup.
4628
    // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger)
4629
0
    if (g.IO.MouseClicked[1])
4630
0
    {
4631
        // Find the top-most window between HoveredWindow and the top-most Modal Window.
4632
        // This is where we can trim the popup stack.
4633
0
        ImGuiWindow* modal = GetTopMostPopupModal();
4634
0
        bool hovered_window_above_modal = g.HoveredWindow && (modal == NULL || IsWindowAbove(g.HoveredWindow, modal));
4635
0
        ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true);
4636
0
    }
4637
0
}
4638
4639
// This is called during NewFrame()->UpdateViewportsNewFrame() only.
4640
// Need to keep in sync with SetWindowPos()
4641
static void TranslateWindow(ImGuiWindow* window, const ImVec2& delta)
4642
0
{
4643
0
    window->Pos += delta;
4644
0
    window->ClipRect.Translate(delta);
4645
0
    window->OuterRectClipped.Translate(delta);
4646
0
    window->InnerRect.Translate(delta);
4647
0
    window->DC.CursorPos += delta;
4648
0
    window->DC.CursorStartPos += delta;
4649
0
    window->DC.CursorMaxPos += delta;
4650
0
    window->DC.IdealMaxPos += delta;
4651
0
}
4652
4653
static void ScaleWindow(ImGuiWindow* window, float scale)
4654
0
{
4655
0
    ImVec2 origin = window->Viewport->Pos;
4656
0
    window->Pos = ImFloor((window->Pos - origin) * scale + origin);
4657
0
    window->Size = ImTrunc(window->Size * scale);
4658
0
    window->SizeFull = ImTrunc(window->SizeFull * scale);
4659
0
    window->ContentSize = ImTrunc(window->ContentSize * scale);
4660
0
}
4661
4662
static bool IsWindowActiveAndVisible(ImGuiWindow* window)
4663
0
{
4664
0
    return (window->Active) && (!window->Hidden);
4665
0
}
4666
4667
// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app)
4668
void ImGui::UpdateHoveredWindowAndCaptureFlags()
4669
0
{
4670
0
    ImGuiContext& g = *GImGui;
4671
0
    ImGuiIO& io = g.IO;
4672
0
    g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING));
4673
4674
    // Find the window hovered by mouse:
4675
    // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow.
4676
    // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame.
4677
    // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms.
4678
0
    bool clear_hovered_windows = false;
4679
0
    FindHoveredWindow();
4680
0
    IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || g.HoveredWindow->Viewport == g.MouseViewport);
4681
4682
    // Modal windows prevents mouse from hovering behind them.
4683
0
    ImGuiWindow* modal_window = GetTopMostPopupModal();
4684
0
    if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window)) // FIXME-MERGE: RootWindowDockTree ?
4685
0
        clear_hovered_windows = true;
4686
4687
    // Disabled mouse?
4688
0
    if (io.ConfigFlags & ImGuiConfigFlags_NoMouse)
4689
0
        clear_hovered_windows = true;
4690
4691
    // We track click ownership. When clicked outside of a window the click is owned by the application and
4692
    // won't report hovering nor request capture even while dragging over our windows afterward.
4693
0
    const bool has_open_popup = (g.OpenPopupStack.Size > 0);
4694
0
    const bool has_open_modal = (modal_window != NULL);
4695
0
    int mouse_earliest_down = -1;
4696
0
    bool mouse_any_down = false;
4697
0
    for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
4698
0
    {
4699
0
        if (io.MouseClicked[i])
4700
0
        {
4701
0
            io.MouseDownOwned[i] = (g.HoveredWindow != NULL) || has_open_popup;
4702
0
            io.MouseDownOwnedUnlessPopupClose[i] = (g.HoveredWindow != NULL) || has_open_modal;
4703
0
        }
4704
0
        mouse_any_down |= io.MouseDown[i];
4705
0
        if (io.MouseDown[i])
4706
0
            if (mouse_earliest_down == -1 || io.MouseClickedTime[i] < io.MouseClickedTime[mouse_earliest_down])
4707
0
                mouse_earliest_down = i;
4708
0
    }
4709
0
    const bool mouse_avail = (mouse_earliest_down == -1) || io.MouseDownOwned[mouse_earliest_down];
4710
0
    const bool mouse_avail_unless_popup_close = (mouse_earliest_down == -1) || io.MouseDownOwnedUnlessPopupClose[mouse_earliest_down];
4711
4712
    // If mouse was first clicked outside of ImGui bounds we also cancel out hovering.
4713
    // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02)
4714
0
    const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0;
4715
0
    if (!mouse_avail && !mouse_dragging_extern_payload)
4716
0
        clear_hovered_windows = true;
4717
4718
0
    if (clear_hovered_windows)
4719
0
        g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
4720
4721
    // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to Dear ImGui only, false = dispatch mouse to Dear ImGui + underlying app)
4722
    // Update io.WantCaptureMouseAllowPopupClose (experimental) to give a chance for app to react to popup closure with a drag
4723
0
    if (g.WantCaptureMouseNextFrame != -1)
4724
0
    {
4725
0
        io.WantCaptureMouse = io.WantCaptureMouseUnlessPopupClose = (g.WantCaptureMouseNextFrame != 0);
4726
0
    }
4727
0
    else
4728
0
    {
4729
0
        io.WantCaptureMouse = (mouse_avail && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_popup;
4730
0
        io.WantCaptureMouseUnlessPopupClose = (mouse_avail_unless_popup_close && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_modal;
4731
0
    }
4732
4733
    // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app)
4734
0
    if (g.WantCaptureKeyboardNextFrame != -1)
4735
0
        io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0);
4736
0
    else
4737
0
        io.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL);
4738
0
    if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard))
4739
0
        io.WantCaptureKeyboard = true;
4740
4741
    // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible
4742
0
    io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false;
4743
0
}
4744
4745
void ImGui::NewFrame()
4746
0
{
4747
0
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
4748
0
    ImGuiContext& g = *GImGui;
4749
4750
    // Remove pending delete hooks before frame start.
4751
    // This deferred removal avoid issues of removal while iterating the hook vector
4752
0
    for (int n = g.Hooks.Size - 1; n >= 0; n--)
4753
0
        if (g.Hooks[n].Type == ImGuiContextHookType_PendingRemoval_)
4754
0
            g.Hooks.erase(&g.Hooks[n]);
4755
4756
0
    CallContextHooks(&g, ImGuiContextHookType_NewFramePre);
4757
4758
    // Check and assert for various common IO and Configuration mistakes
4759
0
    g.ConfigFlagsLastFrame = g.ConfigFlagsCurrFrame;
4760
0
    ErrorCheckNewFrameSanityChecks();
4761
0
    g.ConfigFlagsCurrFrame = g.IO.ConfigFlags;
4762
4763
    // Load settings on first frame, save settings when modified (after a delay)
4764
0
    UpdateSettings();
4765
4766
0
    g.Time += g.IO.DeltaTime;
4767
0
    g.WithinFrameScope = true;
4768
0
    g.FrameCount += 1;
4769
0
    g.TooltipOverrideCount = 0;
4770
0
    g.WindowsActiveCount = 0;
4771
0
    g.MenusIdSubmittedThisFrame.resize(0);
4772
4773
    // Calculate frame-rate for the user, as a purely luxurious feature
4774
0
    g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx];
4775
0
    g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime;
4776
0
    g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame);
4777
0
    g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame));
4778
0
    g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX;
4779
4780
    // Process input queue (trickle as many events as possible), turn events into writes to IO structure
4781
0
    g.InputEventsTrail.resize(0);
4782
0
    UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue);
4783
4784
    // Update viewports (after processing input queue, so io.MouseHoveredViewport is set)
4785
0
    UpdateViewportsNewFrame();
4786
4787
    // Setup current font and draw list shared data
4788
    // FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal!
4789
0
    g.IO.Fonts->Locked = true;
4790
0
    SetCurrentFont(GetDefaultFont());
4791
0
    IM_ASSERT(g.Font->IsLoaded());
4792
0
    ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
4793
0
    for (ImGuiViewportP* viewport : g.Viewports)
4794
0
        virtual_space.Add(viewport->GetMainRect());
4795
0
    g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4();
4796
0
    g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol;
4797
0
    g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError);
4798
0
    g.DrawListSharedData.InitialFlags = ImDrawListFlags_None;
4799
0
    if (g.Style.AntiAliasedLines)
4800
0
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines;
4801
0
    if (g.Style.AntiAliasedLinesUseTex && !(g.Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines))
4802
0
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex;
4803
0
    if (g.Style.AntiAliasedFill)
4804
0
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill;
4805
0
    if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)
4806
0
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset;
4807
4808
    // Mark rendering data as invalid to prevent user who may have a handle on it to use it.
4809
0
    for (ImGuiViewportP* viewport : g.Viewports)
4810
0
    {
4811
0
        viewport->DrawData = NULL;
4812
0
        viewport->DrawDataP.Valid = false;
4813
0
    }
4814
4815
    // Drag and drop keep the source ID alive so even if the source disappear our state is consistent
4816
0
    if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId)
4817
0
        KeepAliveID(g.DragDropPayload.SourceId);
4818
4819
    // Update HoveredId data
4820
0
    if (!g.HoveredIdPreviousFrame)
4821
0
        g.HoveredIdTimer = 0.0f;
4822
0
    if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId))
4823
0
        g.HoveredIdNotActiveTimer = 0.0f;
4824
0
    if (g.HoveredId)
4825
0
        g.HoveredIdTimer += g.IO.DeltaTime;
4826
0
    if (g.HoveredId && g.ActiveId != g.HoveredId)
4827
0
        g.HoveredIdNotActiveTimer += g.IO.DeltaTime;
4828
0
    g.HoveredIdPreviousFrame = g.HoveredId;
4829
0
    g.HoveredId = 0;
4830
0
    g.HoveredIdAllowOverlap = false;
4831
0
    g.HoveredIdDisabled = false;
4832
4833
    // Clear ActiveID if the item is not alive anymore.
4834
    // In 1.87, the common most call to KeepAliveID() was moved from GetID() to ItemAdd().
4835
    // As a result, custom widget using ButtonBehavior() _without_ ItemAdd() need to call KeepAliveID() themselves.
4836
0
    if (g.ActiveId != 0 && g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId)
4837
0
    {
4838
0
        IMGUI_DEBUG_LOG_ACTIVEID("NewFrame(): ClearActiveID() because it isn't marked alive anymore!\n");
4839
0
        ClearActiveID();
4840
0
    }
4841
4842
    // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore)
4843
0
    if (g.ActiveId)
4844
0
        g.ActiveIdTimer += g.IO.DeltaTime;
4845
0
    g.LastActiveIdTimer += g.IO.DeltaTime;
4846
0
    g.ActiveIdPreviousFrame = g.ActiveId;
4847
0
    g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow;
4848
0
    g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore;
4849
0
    g.ActiveIdIsAlive = 0;
4850
0
    g.ActiveIdHasBeenEditedThisFrame = false;
4851
0
    g.ActiveIdPreviousFrameIsAlive = false;
4852
0
    g.ActiveIdIsJustActivated = false;
4853
0
    if (g.TempInputId != 0 && g.ActiveId != g.TempInputId)
4854
0
        g.TempInputId = 0;
4855
0
    if (g.ActiveId == 0)
4856
0
    {
4857
0
        g.ActiveIdUsingNavDirMask = 0x00;
4858
0
        g.ActiveIdUsingAllKeyboardKeys = false;
4859
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
4860
        g.ActiveIdUsingNavInputMask = 0x00;
4861
#endif
4862
0
    }
4863
4864
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
4865
    if (g.ActiveId == 0)
4866
        g.ActiveIdUsingNavInputMask = 0;
4867
    else if (g.ActiveIdUsingNavInputMask != 0)
4868
    {
4869
        // If your custom widget code used:                 { g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); }
4870
        // Since IMGUI_VERSION_NUM >= 18804 it should be:   { SetKeyOwner(ImGuiKey_Escape, g.ActiveId); SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId); }
4871
        if (g.ActiveIdUsingNavInputMask & (1 << ImGuiNavInput_Cancel))
4872
            SetKeyOwner(ImGuiKey_Escape, g.ActiveId);
4873
        if (g.ActiveIdUsingNavInputMask & ~(1 << ImGuiNavInput_Cancel))
4874
            IM_ASSERT(0); // Other values unsupported
4875
    }
4876
#endif
4877
4878
    // Record when we have been stationary as this state is preserved while over same item.
4879
    // FIXME: The way this is expressed means user cannot alter HoverStationaryDelay during the frame to use varying values.
4880
    // To allow this we should store HoverItemMaxStationaryTime+ID and perform the >= check in IsItemHovered() function.
4881
0
    if (g.HoverItemDelayId != 0 && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay)
4882
0
        g.HoverItemUnlockedStationaryId = g.HoverItemDelayId;
4883
0
    else if (g.HoverItemDelayId == 0)
4884
0
        g.HoverItemUnlockedStationaryId = 0;
4885
0
    if (g.HoveredWindow != NULL && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay)
4886
0
        g.HoverWindowUnlockedStationaryId = g.HoveredWindow->ID;
4887
0
    else if (g.HoveredWindow == NULL)
4888
0
        g.HoverWindowUnlockedStationaryId = 0;
4889
4890
    // Update hover delay for IsItemHovered() with delays and tooltips
4891
0
    g.HoverItemDelayIdPreviousFrame = g.HoverItemDelayId;
4892
0
    if (g.HoverItemDelayId != 0)
4893
0
    {
4894
0
        g.HoverItemDelayTimer += g.IO.DeltaTime;
4895
0
        g.HoverItemDelayClearTimer = 0.0f;
4896
0
        g.HoverItemDelayId = 0;
4897
0
    }
4898
0
    else if (g.HoverItemDelayTimer > 0.0f)
4899
0
    {
4900
        // This gives a little bit of leeway before clearing the hover timer, allowing mouse to cross gaps
4901
        // We could expose 0.25f as style.HoverClearDelay but I am not sure of the logic yet, this is particularly subtle.
4902
0
        g.HoverItemDelayClearTimer += g.IO.DeltaTime;
4903
0
        if (g.HoverItemDelayClearTimer >= ImMax(0.25f, g.IO.DeltaTime * 2.0f)) // ~7 frames at 30 Hz + allow for low framerate
4904
0
            g.HoverItemDelayTimer = g.HoverItemDelayClearTimer = 0.0f; // May want a decaying timer, in which case need to clamp at max first, based on max of caller last requested timer.
4905
0
    }
4906
4907
    // Drag and drop
4908
0
    g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr;
4909
0
    g.DragDropAcceptIdCurr = 0;
4910
0
    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
4911
0
    g.DragDropWithinSource = false;
4912
0
    g.DragDropWithinTarget = false;
4913
0
    g.DragDropHoldJustPressedId = 0;
4914
4915
    // Close popups on focus lost (currently wip/opt-in)
4916
    //if (g.IO.AppFocusLost)
4917
    //    ClosePopupsExceptModals();
4918
4919
    // Update keyboard input state
4920
0
    UpdateKeyboardInputs();
4921
4922
    //IM_ASSERT(g.IO.KeyCtrl == IsKeyDown(ImGuiKey_LeftCtrl) || IsKeyDown(ImGuiKey_RightCtrl));
4923
    //IM_ASSERT(g.IO.KeyShift == IsKeyDown(ImGuiKey_LeftShift) || IsKeyDown(ImGuiKey_RightShift));
4924
    //IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt));
4925
    //IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper));
4926
4927
    // Update gamepad/keyboard navigation
4928
0
    NavUpdate();
4929
4930
    // Update mouse input state
4931
0
    UpdateMouseInputs();
4932
4933
    // Undocking
4934
    // (needs to be before UpdateMouseMovingWindowNewFrame so the window is already offset and following the mouse on the detaching frame)
4935
0
    DockContextNewFrameUpdateUndocking(&g);
4936
4937
    // Find hovered window
4938
    // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame)
4939
0
    UpdateHoveredWindowAndCaptureFlags();
4940
4941
    // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)
4942
0
    UpdateMouseMovingWindowNewFrame();
4943
4944
    // Background darkening/whitening
4945
0
    if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f))
4946
0
        g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f);
4947
0
    else
4948
0
        g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f);
4949
4950
0
    g.MouseCursor = ImGuiMouseCursor_Arrow;
4951
0
    g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1;
4952
4953
    // Platform IME data: reset for the frame
4954
0
    g.PlatformImeDataPrev = g.PlatformImeData;
4955
0
    g.PlatformImeData.WantVisible = false;
4956
4957
    // Mouse wheel scrolling, scale
4958
0
    UpdateMouseWheel();
4959
4960
    // Mark all windows as not visible and compact unused memory.
4961
0
    IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size);
4962
0
    const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer;
4963
0
    for (ImGuiWindow* window : g.Windows)
4964
0
    {
4965
0
        window->WasActive = window->Active;
4966
0
        window->Active = false;
4967
0
        window->WriteAccessed = false;
4968
0
        window->BeginCountPreviousFrame = window->BeginCount;
4969
0
        window->BeginCount = 0;
4970
4971
        // Garbage collect transient buffers of recently unused windows
4972
0
        if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time)
4973
0
            GcCompactTransientWindowBuffers(window);
4974
0
    }
4975
4976
    // Garbage collect transient buffers of recently unused tables
4977
0
    for (int i = 0; i < g.TablesLastTimeActive.Size; i++)
4978
0
        if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time)
4979
0
            TableGcCompactTransientBuffers(g.Tables.GetByIndex(i));
4980
0
    for (ImGuiTableTempData& table_temp_data : g.TablesTempData)
4981
0
        if (table_temp_data.LastTimeActive >= 0.0f && table_temp_data.LastTimeActive < memory_compact_start_time)
4982
0
            TableGcCompactTransientBuffers(&table_temp_data);
4983
0
    if (g.GcCompactAll)
4984
0
        GcCompactTransientMiscBuffers();
4985
0
    g.GcCompactAll = false;
4986
4987
    // Closing the focused window restore focus to the first active root window in descending z-order
4988
0
    if (g.NavWindow && !g.NavWindow->WasActive)
4989
0
        FocusTopMostWindowUnderOne(NULL, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild);
4990
4991
    // No window should be open at the beginning of the frame.
4992
    // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.
4993
0
    g.CurrentWindowStack.resize(0);
4994
0
    g.BeginPopupStack.resize(0);
4995
0
    g.ItemFlagsStack.resize(0);
4996
0
    g.ItemFlagsStack.push_back(ImGuiItemFlags_None);
4997
0
    g.GroupStack.resize(0);
4998
4999
    // Docking
5000
0
    DockContextNewFrameUpdateDocking(&g);
5001
5002
    // [DEBUG] Update debug features
5003
0
    UpdateDebugToolItemPicker();
5004
0
    UpdateDebugToolStackQueries();
5005
0
    if (g.DebugLocateFrames > 0 && --g.DebugLocateFrames == 0)
5006
0
        g.DebugLocateId = 0;
5007
0
    if (g.DebugLogClipperAutoDisableFrames > 0 && --g.DebugLogClipperAutoDisableFrames == 0)
5008
0
    {
5009
0
        DebugLog("(Auto-disabled ImGuiDebugLogFlags_EventClipper to avoid spamming)\n");
5010
0
        g.DebugLogFlags &= ~ImGuiDebugLogFlags_EventClipper;
5011
0
    }
5012
5013
    // Create implicit/fallback window - which we will only render it if the user has added something to it.
5014
    // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags.
5015
    // This fallback is particularly important as it prevents ImGui:: calls from crashing.
5016
0
    g.WithinFrameScopeWithImplicitWindow = true;
5017
0
    SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver);
5018
0
    Begin("Debug##Default");
5019
0
    IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true);
5020
5021
    // [DEBUG] When io.ConfigDebugBeginReturnValue is set, we make Begin()/BeginChild() return false at different level of the window-stack,
5022
    // allowing to validate correct Begin/End behavior in user code.
5023
0
    if (g.IO.ConfigDebugBeginReturnValueLoop)
5024
0
        g.DebugBeginReturnValueCullDepth = (g.DebugBeginReturnValueCullDepth == -1) ? 0 : ((g.DebugBeginReturnValueCullDepth + ((g.FrameCount % 4) == 0 ? 1 : 0)) % 10);
5025
0
    else
5026
0
        g.DebugBeginReturnValueCullDepth = -1;
5027
5028
0
    CallContextHooks(&g, ImGuiContextHookType_NewFramePost);
5029
0
}
5030
5031
// FIXME: Add a more explicit sort order in the window structure.
5032
static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs)
5033
0
{
5034
0
    const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs;
5035
0
    const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs;
5036
0
    if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup))
5037
0
        return d;
5038
0
    if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip))
5039
0
        return d;
5040
0
    return (a->BeginOrderWithinParent - b->BeginOrderWithinParent);
5041
0
}
5042
5043
static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window)
5044
0
{
5045
0
    out_sorted_windows->push_back(window);
5046
0
    if (window->Active)
5047
0
    {
5048
0
        int count = window->DC.ChildWindows.Size;
5049
0
        ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer);
5050
0
        for (int i = 0; i < count; i++)
5051
0
        {
5052
0
            ImGuiWindow* child = window->DC.ChildWindows[i];
5053
0
            if (child->Active)
5054
0
                AddWindowToSortBuffer(out_sorted_windows, child);
5055
0
        }
5056
0
    }
5057
0
}
5058
5059
static void AddWindowToDrawData(ImGuiWindow* window, int layer)
5060
0
{
5061
0
    ImGuiContext& g = *GImGui;
5062
0
    ImGuiViewportP* viewport = window->Viewport;
5063
0
    IM_ASSERT(viewport != NULL);
5064
0
    g.IO.MetricsRenderWindows++;
5065
0
    if (window->DrawList->_Splitter._Count > 1)
5066
0
        window->DrawList->ChannelsMerge(); // Merge if user forgot to merge back. Also required in Docking branch for ImGuiWindowFlags_DockNodeHost windows.
5067
0
    ImGui::AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[layer], window->DrawList);
5068
0
    for (ImGuiWindow* child : window->DC.ChildWindows)
5069
0
        if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active
5070
0
            AddWindowToDrawData(child, layer);
5071
0
}
5072
5073
static inline int GetWindowDisplayLayer(ImGuiWindow* window)
5074
0
{
5075
0
    return (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0;
5076
0
}
5077
5078
// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu)
5079
static inline void AddRootWindowToDrawData(ImGuiWindow* window)
5080
0
{
5081
0
    AddWindowToDrawData(window, GetWindowDisplayLayer(window));
5082
0
}
5083
5084
static void FlattenDrawDataIntoSingleLayer(ImDrawDataBuilder* builder)
5085
0
{
5086
0
    int n = builder->Layers[0]->Size;
5087
0
    int full_size = n;
5088
0
    for (int i = 1; i < IM_ARRAYSIZE(builder->Layers); i++)
5089
0
        full_size += builder->Layers[i]->Size;
5090
0
    builder->Layers[0]->resize(full_size);
5091
0
    for (int layer_n = 1; layer_n < IM_ARRAYSIZE(builder->Layers); layer_n++)
5092
0
    {
5093
0
        ImVector<ImDrawList*>* layer = builder->Layers[layer_n];
5094
0
        if (layer->empty())
5095
0
            continue;
5096
0
        memcpy(builder->Layers[0]->Data + n, layer->Data, layer->Size * sizeof(ImDrawList*));
5097
0
        n += layer->Size;
5098
0
        layer->resize(0);
5099
0
    }
5100
0
}
5101
5102
static void InitViewportDrawData(ImGuiViewportP* viewport)
5103
0
{
5104
0
    ImGuiIO& io = ImGui::GetIO();
5105
0
    ImDrawData* draw_data = &viewport->DrawDataP;
5106
5107
0
    viewport->DrawData = draw_data; // Make publicly accessible
5108
0
    viewport->DrawDataBuilder.Layers[0] = &draw_data->CmdLists;
5109
0
    viewport->DrawDataBuilder.Layers[1] = &viewport->DrawDataBuilder.LayerData1;
5110
0
    viewport->DrawDataBuilder.Layers[0]->resize(0);
5111
0
    viewport->DrawDataBuilder.Layers[1]->resize(0);
5112
5113
    // When minimized, we report draw_data->DisplaySize as zero to be consistent with non-viewport mode,
5114
    // and to allow applications/backends to easily skip rendering.
5115
    // FIXME: Note that we however do NOT attempt to report "zero drawlist / vertices" into the ImDrawData structure.
5116
    // This is because the work has been done already, and its wasted! We should fix that and add optimizations for
5117
    // it earlier in the pipeline, rather than pretend to hide the data at the end of the pipeline.
5118
0
    const bool is_minimized = (viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0;
5119
5120
0
    draw_data->Valid = true;
5121
0
    draw_data->CmdListsCount = 0;
5122
0
    draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0;
5123
0
    draw_data->DisplayPos = viewport->Pos;
5124
0
    draw_data->DisplaySize = is_minimized ? ImVec2(0.0f, 0.0f) : viewport->Size;
5125
0
    draw_data->FramebufferScale = io.DisplayFramebufferScale; // FIXME-VIEWPORT: This may vary on a per-monitor/viewport basis?
5126
0
    draw_data->OwnerViewport = viewport;
5127
0
}
5128
5129
// Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering.
5130
// - When using this function it is sane to ensure that float are perfectly rounded to integer values,
5131
//   so that e.g. (int)(max.x-min.x) in user's render produce correct result.
5132
// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect():
5133
//   some frequently called functions which to modify both channels and clipping simultaneously tend to use the
5134
//   more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds.
5135
void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect)
5136
0
{
5137
0
    ImGuiWindow* window = GetCurrentWindow();
5138
0
    window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect);
5139
0
    window->ClipRect = window->DrawList->_ClipRectStack.back();
5140
0
}
5141
5142
void ImGui::PopClipRect()
5143
0
{
5144
0
    ImGuiWindow* window = GetCurrentWindow();
5145
0
    window->DrawList->PopClipRect();
5146
0
    window->ClipRect = window->DrawList->_ClipRectStack.back();
5147
0
}
5148
5149
static ImGuiWindow* FindFrontMostVisibleChildWindow(ImGuiWindow* window)
5150
0
{
5151
0
    for (int n = window->DC.ChildWindows.Size - 1; n >= 0; n--)
5152
0
        if (IsWindowActiveAndVisible(window->DC.ChildWindows[n]))
5153
0
            return FindFrontMostVisibleChildWindow(window->DC.ChildWindows[n]);
5154
0
    return window;
5155
0
}
5156
5157
static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col)
5158
0
{
5159
0
    if ((col & IM_COL32_A_MASK) == 0)
5160
0
        return;
5161
5162
0
    ImGuiViewportP* viewport = window->Viewport;
5163
0
    ImRect viewport_rect = viewport->GetMainRect();
5164
5165
    // Draw behind window by moving the draw command at the FRONT of the draw list
5166
0
    {
5167
        // Draw list have been trimmed already, hence the explicit recreation of a draw command if missing.
5168
        // FIXME: This is creating complication, might be simpler if we could inject a drawlist in drawdata at a given position and not attempt to manipulate ImDrawCmd order.
5169
0
        ImDrawList* draw_list = window->RootWindowDockTree->DrawList;
5170
0
        draw_list->ChannelsMerge();
5171
0
        if (draw_list->CmdBuffer.Size == 0)
5172
0
            draw_list->AddDrawCmd();
5173
0
        draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // FIXME: Need to stricty ensure ImDrawCmd are not merged (ElemCount==6 checks below will verify that)
5174
0
        draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col);
5175
0
        ImDrawCmd cmd = draw_list->CmdBuffer.back();
5176
0
        IM_ASSERT(cmd.ElemCount == 6);
5177
0
        draw_list->CmdBuffer.pop_back();
5178
0
        draw_list->CmdBuffer.push_front(cmd);
5179
0
        draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command.
5180
0
        draw_list->PopClipRect();
5181
0
    }
5182
5183
    // Draw over sibling docking nodes in a same docking tree
5184
0
    if (window->RootWindow->DockIsActive)
5185
0
    {
5186
0
        ImDrawList* draw_list = FindFrontMostVisibleChildWindow(window->RootWindowDockTree)->DrawList;
5187
0
        draw_list->ChannelsMerge();
5188
0
        if (draw_list->CmdBuffer.Size == 0)
5189
0
            draw_list->AddDrawCmd();
5190
0
        draw_list->PushClipRect(viewport_rect.Min, viewport_rect.Max, false);
5191
0
        RenderRectFilledWithHole(draw_list, window->RootWindowDockTree->Rect(), window->RootWindow->Rect(), col, 0.0f);// window->RootWindowDockTree->WindowRounding);
5192
0
        draw_list->PopClipRect();
5193
0
    }
5194
0
}
5195
5196
ImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* parent_window)
5197
0
{
5198
0
    ImGuiContext& g = *GImGui;
5199
0
    ImGuiWindow* bottom_most_visible_window = parent_window;
5200
0
    for (int i = FindWindowDisplayIndex(parent_window); i >= 0; i--)
5201
0
    {
5202
0
        ImGuiWindow* window = g.Windows[i];
5203
0
        if (window->Flags & ImGuiWindowFlags_ChildWindow)
5204
0
            continue;
5205
0
        if (!IsWindowWithinBeginStackOf(window, parent_window))
5206
0
            break;
5207
0
        if (IsWindowActiveAndVisible(window) && GetWindowDisplayLayer(window) <= GetWindowDisplayLayer(parent_window))
5208
0
            bottom_most_visible_window = window;
5209
0
    }
5210
0
    return bottom_most_visible_window;
5211
0
}
5212
5213
// Important: AddWindowToDrawData() has not been called yet, meaning DockNodeHost windows needs a DrawList->ChannelsMerge() before usage.
5214
// We call ChannelsMerge() lazily here at it is faster that doing a full iteration of g.Windows[] prior to calling RenderDimmedBackgrounds().
5215
static void ImGui::RenderDimmedBackgrounds()
5216
0
{
5217
0
    ImGuiContext& g = *GImGui;
5218
0
    ImGuiWindow* modal_window = GetTopMostAndVisiblePopupModal();
5219
0
    if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
5220
0
        return;
5221
0
    const bool dim_bg_for_modal = (modal_window != NULL);
5222
0
    const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL && g.NavWindowingTargetAnim->Active);
5223
0
    if (!dim_bg_for_modal && !dim_bg_for_window_list)
5224
0
        return;
5225
5226
0
    ImGuiViewport* viewports_already_dimmed[2] = { NULL, NULL };
5227
0
    if (dim_bg_for_modal)
5228
0
    {
5229
        // Draw dimming behind modal or a begin stack child, whichever comes first in draw order.
5230
0
        ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window);
5231
0
        RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(ImGuiCol_ModalWindowDimBg, g.DimBgRatio));
5232
0
        viewports_already_dimmed[0] = modal_window->Viewport;
5233
0
    }
5234
0
    else if (dim_bg_for_window_list)
5235
0
    {
5236
        // Draw dimming behind CTRL+Tab target window and behind CTRL+Tab UI window
5237
0
        RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
5238
0
        if (g.NavWindowingListWindow != NULL && g.NavWindowingListWindow->Viewport && g.NavWindowingListWindow->Viewport != g.NavWindowingTargetAnim->Viewport)
5239
0
            RenderDimmedBackgroundBehindWindow(g.NavWindowingListWindow, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
5240
0
        viewports_already_dimmed[0] = g.NavWindowingTargetAnim->Viewport;
5241
0
        viewports_already_dimmed[1] = g.NavWindowingListWindow ? g.NavWindowingListWindow->Viewport : NULL;
5242
5243
        // Draw border around CTRL+Tab target window
5244
0
        ImGuiWindow* window = g.NavWindowingTargetAnim;
5245
0
        ImGuiViewport* viewport = window->Viewport;
5246
0
        float distance = g.FontSize;
5247
0
        ImRect bb = window->Rect();
5248
0
        bb.Expand(distance);
5249
0
        if (bb.GetWidth() >= viewport->Size.x && bb.GetHeight() >= viewport->Size.y)
5250
0
            bb.Expand(-distance - 1.0f); // If a window fits the entire viewport, adjust its highlight inward
5251
0
        window->DrawList->ChannelsMerge();
5252
0
        if (window->DrawList->CmdBuffer.Size == 0)
5253
0
            window->DrawList->AddDrawCmd();
5254
0
        window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size);
5255
0
        window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f);
5256
0
        window->DrawList->PopClipRect();
5257
0
    }
5258
5259
    // Draw dimming background on _other_ viewports than the ones our windows are in
5260
0
    for (ImGuiViewportP* viewport : g.Viewports)
5261
0
    {
5262
0
        if (viewport == viewports_already_dimmed[0] || viewport == viewports_already_dimmed[1])
5263
0
            continue;
5264
0
        if (modal_window && viewport->Window && IsWindowAbove(viewport->Window, modal_window))
5265
0
            continue;
5266
0
        ImDrawList* draw_list = GetForegroundDrawList(viewport);
5267
0
        const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio);
5268
0
        draw_list->AddRectFilled(viewport->Pos, viewport->Pos + viewport->Size, dim_bg_col);
5269
0
    }
5270
0
}
5271
5272
// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal.
5273
void ImGui::EndFrame()
5274
0
{
5275
0
    ImGuiContext& g = *GImGui;
5276
0
    IM_ASSERT(g.Initialized);
5277
5278
    // Don't process EndFrame() multiple times.
5279
0
    if (g.FrameCountEnded == g.FrameCount)
5280
0
        return;
5281
0
    IM_ASSERT(g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?");
5282
5283
0
    CallContextHooks(&g, ImGuiContextHookType_EndFramePre);
5284
5285
0
    ErrorCheckEndFrameSanityChecks();
5286
5287
    // Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)
5288
0
    ImGuiPlatformImeData* ime_data = &g.PlatformImeData;
5289
0
    if (g.IO.SetPlatformImeDataFn && memcmp(ime_data, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0)
5290
0
    {
5291
0
        ImGuiViewport* viewport = FindViewportByID(g.PlatformImeViewport);
5292
0
        IMGUI_DEBUG_LOG_IO("[io] Calling io.SetPlatformImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f)\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y);
5293
0
        if (viewport == NULL)
5294
0
            viewport = GetMainViewport();
5295
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
5296
        if (viewport->PlatformHandleRaw == NULL && g.IO.ImeWindowHandle != NULL)
5297
        {
5298
            viewport->PlatformHandleRaw = g.IO.ImeWindowHandle;
5299
            g.IO.SetPlatformImeDataFn(viewport, ime_data);
5300
            viewport->PlatformHandleRaw = NULL;
5301
        }
5302
        else
5303
#endif
5304
0
        {
5305
0
            g.IO.SetPlatformImeDataFn(viewport, ime_data);
5306
0
        }
5307
0
    }
5308
5309
    // Hide implicit/fallback "Debug" window if it hasn't been used
5310
0
    g.WithinFrameScopeWithImplicitWindow = false;
5311
0
    if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed)
5312
0
        g.CurrentWindow->Active = false;
5313
0
    End();
5314
5315
    // Update navigation: CTRL+Tab, wrap-around requests
5316
0
    NavEndFrame();
5317
5318
    // Update docking
5319
0
    DockContextEndFrame(&g);
5320
5321
0
    SetCurrentViewport(NULL, NULL);
5322
5323
    // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted)
5324
0
    if (g.DragDropActive)
5325
0
    {
5326
0
        bool is_delivered = g.DragDropPayload.Delivery;
5327
0
        bool is_elapsed = (g.DragDropPayload.DataFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceAutoExpirePayload) || !IsMouseDown(g.DragDropMouseButton));
5328
0
        if (is_delivered || is_elapsed)
5329
0
            ClearDragDrop();
5330
0
    }
5331
5332
    // Drag and Drop: Fallback for source tooltip. This is not ideal but better than nothing.
5333
0
    if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
5334
0
    {
5335
0
        g.DragDropWithinSource = true;
5336
0
        SetTooltip("...");
5337
0
        g.DragDropWithinSource = false;
5338
0
    }
5339
5340
    // End frame
5341
0
    g.WithinFrameScope = false;
5342
0
    g.FrameCountEnded = g.FrameCount;
5343
5344
    // Initiate moving window + handle left-click and right-click focus
5345
0
    UpdateMouseMovingWindowEndFrame();
5346
5347
    // Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some)
5348
0
    UpdateViewportsEndFrame();
5349
5350
    // Sort the window list so that all child windows are after their parent
5351
    // We cannot do that on FocusWindow() because children may not exist yet
5352
0
    g.WindowsTempSortBuffer.resize(0);
5353
0
    g.WindowsTempSortBuffer.reserve(g.Windows.Size);
5354
0
    for (ImGuiWindow* window : g.Windows)
5355
0
    {
5356
0
        if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow))       // if a child is active its parent will add it
5357
0
            continue;
5358
0
        AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window);
5359
0
    }
5360
5361
    // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong.
5362
0
    IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size);
5363
0
    g.Windows.swap(g.WindowsTempSortBuffer);
5364
0
    g.IO.MetricsActiveWindows = g.WindowsActiveCount;
5365
5366
    // Unlock font atlas
5367
0
    g.IO.Fonts->Locked = false;
5368
5369
    // Clear Input data for next frame
5370
0
    g.IO.MousePosPrev = g.IO.MousePos;
5371
0
    g.IO.AppFocusLost = false;
5372
0
    g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f;
5373
0
    g.IO.InputQueueCharacters.resize(0);
5374
5375
0
    CallContextHooks(&g, ImGuiContextHookType_EndFramePost);
5376
0
}
5377
5378
// Prepare the data for rendering so you can call GetDrawData()
5379
// (As with anything within the ImGui:: namspace this doesn't touch your GPU or graphics API at all:
5380
// it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend)
5381
void ImGui::Render()
5382
0
{
5383
0
    ImGuiContext& g = *GImGui;
5384
0
    IM_ASSERT(g.Initialized);
5385
5386
0
    if (g.FrameCountEnded != g.FrameCount)
5387
0
        EndFrame();
5388
0
    if (g.FrameCountRendered == g.FrameCount)
5389
0
        return;
5390
0
    g.FrameCountRendered = g.FrameCount;
5391
5392
0
    g.IO.MetricsRenderWindows = 0;
5393
0
    CallContextHooks(&g, ImGuiContextHookType_RenderPre);
5394
5395
    // Add background ImDrawList (for each active viewport)
5396
0
    for (ImGuiViewportP* viewport : g.Viewports)
5397
0
    {
5398
0
        InitViewportDrawData(viewport);
5399
0
        if (viewport->BgFgDrawLists[0] != NULL)
5400
0
            AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport));
5401
0
    }
5402
5403
    // Draw modal/window whitening backgrounds
5404
0
    RenderDimmedBackgrounds();
5405
5406
    // Add ImDrawList to render
5407
0
    ImGuiWindow* windows_to_render_top_most[2];
5408
0
    windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindowDockTree : NULL;
5409
0
    windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL);
5410
0
    for (ImGuiWindow* window : g.Windows)
5411
0
    {
5412
0
        IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'"
5413
0
        if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1])
5414
0
            AddRootWindowToDrawData(window);
5415
0
    }
5416
0
    for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++)
5417
0
        if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window
5418
0
            AddRootWindowToDrawData(windows_to_render_top_most[n]);
5419
5420
    // Draw software mouse cursor if requested by io.MouseDrawCursor flag
5421
0
    if (g.IO.MouseDrawCursor && g.MouseCursor != ImGuiMouseCursor_None)
5422
0
        RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));
5423
5424
    // Setup ImDrawData structures for end-user
5425
0
    g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0;
5426
0
    for (ImGuiViewportP* viewport : g.Viewports)
5427
0
    {
5428
0
        FlattenDrawDataIntoSingleLayer(&viewport->DrawDataBuilder);
5429
5430
        // Add foreground ImDrawList (for each active viewport)
5431
0
        if (viewport->BgFgDrawLists[1] != NULL)
5432
0
            AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport));
5433
5434
        // We call _PopUnusedDrawCmd() last thing, as RenderDimmedBackgrounds() rely on a valid command being there (especially in docking branch).
5435
0
        ImDrawData* draw_data = &viewport->DrawDataP;
5436
0
        IM_ASSERT(draw_data->CmdLists.Size == draw_data->CmdListsCount);
5437
0
        for (ImDrawList* draw_list : draw_data->CmdLists)
5438
0
            draw_list->_PopUnusedDrawCmd();
5439
5440
0
        g.IO.MetricsRenderVertices += draw_data->TotalVtxCount;
5441
0
        g.IO.MetricsRenderIndices += draw_data->TotalIdxCount;
5442
0
    }
5443
5444
0
    CallContextHooks(&g, ImGuiContextHookType_RenderPost);
5445
0
}
5446
5447
// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker.
5448
// CalcTextSize("") should return ImVec2(0.0f, g.FontSize)
5449
ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width)
5450
0
{
5451
0
    ImGuiContext& g = *GImGui;
5452
5453
0
    const char* text_display_end;
5454
0
    if (hide_text_after_double_hash)
5455
0
        text_display_end = FindRenderedTextEnd(text, text_end);      // Hide anything after a '##' string
5456
0
    else
5457
0
        text_display_end = text_end;
5458
5459
0
    ImFont* font = g.Font;
5460
0
    const float font_size = g.FontSize;
5461
0
    if (text == text_display_end)
5462
0
        return ImVec2(0.0f, font_size);
5463
0
    ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL);
5464
5465
    // Round
5466
    // FIXME: This has been here since Dec 2015 (7b0bf230) but down the line we want this out.
5467
    // FIXME: Investigate using ceilf or e.g.
5468
    // - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c
5469
    // - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html
5470
0
    text_size.x = IM_TRUNC(text_size.x + 0.99999f);
5471
5472
0
    return text_size;
5473
0
}
5474
5475
// Find window given position, search front-to-back
5476
// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically
5477
// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is
5478
// called, aka before the next Begin(). Moving window isn't affected.
5479
static void FindHoveredWindow()
5480
0
{
5481
0
    ImGuiContext& g = *GImGui;
5482
5483
    // Special handling for the window being moved: Ignore the mouse viewport check (because it may reset/lose its viewport during the undocking frame)
5484
0
    ImGuiViewportP* moving_window_viewport = g.MovingWindow ? g.MovingWindow->Viewport : NULL;
5485
0
    if (g.MovingWindow)
5486
0
        g.MovingWindow->Viewport = g.MouseViewport;
5487
5488
0
    ImGuiWindow* hovered_window = NULL;
5489
0
    ImGuiWindow* hovered_window_ignoring_moving_window = NULL;
5490
0
    if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs))
5491
0
        hovered_window = g.MovingWindow;
5492
5493
0
    ImVec2 padding_regular = g.Style.TouchExtraPadding;
5494
0
    ImVec2 padding_for_resize = g.IO.ConfigWindowsResizeFromEdges ? g.WindowsHoverPadding : padding_regular;
5495
0
    for (int i = g.Windows.Size - 1; i >= 0; i--)
5496
0
    {
5497
0
        ImGuiWindow* window = g.Windows[i];
5498
0
        IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.
5499
0
        if (!window->Active || window->Hidden)
5500
0
            continue;
5501
0
        if (window->Flags & ImGuiWindowFlags_NoMouseInputs)
5502
0
            continue;
5503
0
        IM_ASSERT(window->Viewport);
5504
0
        if (window->Viewport != g.MouseViewport)
5505
0
            continue;
5506
5507
        // Using the clipped AABB, a child window will typically be clipped by its parent (not always)
5508
0
        ImVec2 hit_padding = (window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) ? padding_regular : padding_for_resize;
5509
0
        if (!window->OuterRectClipped.ContainsWithPad(g.IO.MousePos, hit_padding))
5510
0
            continue;
5511
5512
        // Support for one rectangular hole in any given window
5513
        // FIXME: Consider generalizing hit-testing override (with more generic data, callback, etc.) (#1512)
5514
0
        if (window->HitTestHoleSize.x != 0)
5515
0
        {
5516
0
            ImVec2 hole_pos(window->Pos.x + (float)window->HitTestHoleOffset.x, window->Pos.y + (float)window->HitTestHoleOffset.y);
5517
0
            ImVec2 hole_size((float)window->HitTestHoleSize.x, (float)window->HitTestHoleSize.y);
5518
0
            if (ImRect(hole_pos, hole_pos + hole_size).Contains(g.IO.MousePos))
5519
0
                continue;
5520
0
        }
5521
5522
0
        if (hovered_window == NULL)
5523
0
            hovered_window = window;
5524
0
        IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.
5525
0
        if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree))
5526
0
            hovered_window_ignoring_moving_window = window;
5527
0
        if (hovered_window && hovered_window_ignoring_moving_window)
5528
0
            break;
5529
0
    }
5530
5531
0
    g.HoveredWindow = hovered_window;
5532
0
    g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window;
5533
5534
0
    if (g.MovingWindow)
5535
0
        g.MovingWindow->Viewport = moving_window_viewport;
5536
0
}
5537
5538
bool ImGui::IsItemActive()
5539
0
{
5540
0
    ImGuiContext& g = *GImGui;
5541
0
    if (g.ActiveId)
5542
0
        return g.ActiveId == g.LastItemData.ID;
5543
0
    return false;
5544
0
}
5545
5546
bool ImGui::IsItemActivated()
5547
0
{
5548
0
    ImGuiContext& g = *GImGui;
5549
0
    if (g.ActiveId)
5550
0
        if (g.ActiveId == g.LastItemData.ID && g.ActiveIdPreviousFrame != g.LastItemData.ID)
5551
0
            return true;
5552
0
    return false;
5553
0
}
5554
5555
bool ImGui::IsItemDeactivated()
5556
0
{
5557
0
    ImGuiContext& g = *GImGui;
5558
0
    if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated)
5559
0
        return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0;
5560
0
    return (g.ActiveIdPreviousFrame == g.LastItemData.ID && g.ActiveIdPreviousFrame != 0 && g.ActiveId != g.LastItemData.ID);
5561
0
}
5562
5563
bool ImGui::IsItemDeactivatedAfterEdit()
5564
0
{
5565
0
    ImGuiContext& g = *GImGui;
5566
0
    return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore));
5567
0
}
5568
5569
// == GetItemID() == GetFocusID()
5570
bool ImGui::IsItemFocused()
5571
0
{
5572
0
    ImGuiContext& g = *GImGui;
5573
0
    if (g.NavId != g.LastItemData.ID || g.NavId == 0)
5574
0
        return false;
5575
5576
    // Special handling for the dummy item after Begin() which represent the title bar or tab.
5577
    // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case.
5578
0
    ImGuiWindow* window = g.CurrentWindow;
5579
0
    if (g.LastItemData.ID == window->ID && window->WriteAccessed)
5580
0
        return false;
5581
5582
0
    return true;
5583
0
}
5584
5585
// Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()!
5586
// Most widgets have specific reactions based on mouse-up/down state, mouse position etc.
5587
bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button)
5588
0
{
5589
0
    return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None);
5590
0
}
5591
5592
bool ImGui::IsItemToggledOpen()
5593
0
{
5594
0
    ImGuiContext& g = *GImGui;
5595
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false;
5596
0
}
5597
5598
bool ImGui::IsItemToggledSelection()
5599
0
{
5600
0
    ImGuiContext& g = *GImGui;
5601
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false;
5602
0
}
5603
5604
bool ImGui::IsAnyItemHovered()
5605
0
{
5606
0
    ImGuiContext& g = *GImGui;
5607
0
    return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0;
5608
0
}
5609
5610
bool ImGui::IsAnyItemActive()
5611
0
{
5612
0
    ImGuiContext& g = *GImGui;
5613
0
    return g.ActiveId != 0;
5614
0
}
5615
5616
bool ImGui::IsAnyItemFocused()
5617
0
{
5618
0
    ImGuiContext& g = *GImGui;
5619
0
    return g.NavId != 0 && !g.NavDisableHighlight;
5620
0
}
5621
5622
bool ImGui::IsItemVisible()
5623
0
{
5624
0
    ImGuiContext& g = *GImGui;
5625
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) != 0;
5626
0
}
5627
5628
bool ImGui::IsItemEdited()
5629
0
{
5630
0
    ImGuiContext& g = *GImGui;
5631
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Edited) != 0;
5632
0
}
5633
5634
// Allow next item to be overlapped by subsequent items.
5635
// This works by requiring HoveredId to match for two subsequent frames,
5636
// so if a following items overwrite it our interactions will naturally be disabled.
5637
void ImGui::SetNextItemAllowOverlap()
5638
0
{
5639
0
    ImGuiContext& g = *GImGui;
5640
0
    g.NextItemData.ItemFlags |= ImGuiItemFlags_AllowOverlap;
5641
0
}
5642
5643
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
5644
// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority.
5645
// FIXME-LEGACY: Use SetNextItemAllowOverlap() *before* your item instead.
5646
void ImGui::SetItemAllowOverlap()
5647
{
5648
    ImGuiContext& g = *GImGui;
5649
    ImGuiID id = g.LastItemData.ID;
5650
    if (g.HoveredId == id)
5651
        g.HoveredIdAllowOverlap = true;
5652
    if (g.ActiveId == id) // Before we made this obsolete, most calls to SetItemAllowOverlap() used to avoid this path by testing g.ActiveId != id.
5653
        g.ActiveIdAllowOverlap = true;
5654
}
5655
#endif
5656
5657
// FIXME: It might be undesirable that this will likely disable KeyOwner-aware shortcuts systems. Consider a more fine-tuned version for the two users of this function.
5658
void ImGui::SetActiveIdUsingAllKeyboardKeys()
5659
0
{
5660
0
    ImGuiContext& g = *GImGui;
5661
0
    IM_ASSERT(g.ActiveId != 0);
5662
0
    g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_COUNT) - 1;
5663
0
    g.ActiveIdUsingAllKeyboardKeys = true;
5664
0
    NavMoveRequestCancel();
5665
0
}
5666
5667
ImGuiID ImGui::GetItemID()
5668
0
{
5669
0
    ImGuiContext& g = *GImGui;
5670
0
    return g.LastItemData.ID;
5671
0
}
5672
5673
ImVec2 ImGui::GetItemRectMin()
5674
0
{
5675
0
    ImGuiContext& g = *GImGui;
5676
0
    return g.LastItemData.Rect.Min;
5677
0
}
5678
5679
ImVec2 ImGui::GetItemRectMax()
5680
0
{
5681
0
    ImGuiContext& g = *GImGui;
5682
0
    return g.LastItemData.Rect.Max;
5683
0
}
5684
5685
ImVec2 ImGui::GetItemRectSize()
5686
0
{
5687
0
    ImGuiContext& g = *GImGui;
5688
0
    return g.LastItemData.Rect.GetSize();
5689
0
}
5690
5691
bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags)
5692
0
{
5693
0
    ImGuiContext& g = *GImGui;
5694
0
    ImGuiWindow* parent_window = g.CurrentWindow;
5695
5696
0
    flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoDocking;
5697
0
    flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove);  // Inherit the NoMove flag
5698
5699
    // Size
5700
0
    const ImVec2 content_avail = GetContentRegionAvail();
5701
0
    ImVec2 size = ImTrunc(size_arg);
5702
0
    const int auto_fit_axises = ((size.x == 0.0f) ? (1 << ImGuiAxis_X) : 0x00) | ((size.y == 0.0f) ? (1 << ImGuiAxis_Y) : 0x00);
5703
0
    if (size.x <= 0.0f)
5704
0
        size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too many issues)
5705
0
    if (size.y <= 0.0f)
5706
0
        size.y = ImMax(content_avail.y + size.y, 4.0f);
5707
0
    SetNextWindowSize(size);
5708
5709
    // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value.
5710
0
    const char* temp_window_name;
5711
0
    if (name)
5712
0
        ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s_%08X", parent_window->Name, name, id);
5713
0
    else
5714
0
        ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%08X", parent_window->Name, id);
5715
5716
0
    const float backup_border_size = g.Style.ChildBorderSize;
5717
0
    if (!border)
5718
0
        g.Style.ChildBorderSize = 0.0f;
5719
0
    bool ret = Begin(temp_window_name, NULL, flags);
5720
0
    g.Style.ChildBorderSize = backup_border_size;
5721
5722
0
    ImGuiWindow* child_window = g.CurrentWindow;
5723
0
    child_window->ChildId = id;
5724
0
    child_window->AutoFitChildAxises = (ImS8)auto_fit_axises;
5725
5726
    // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually.
5727
    // While this is not really documented/defined, it seems that the expected thing to do.
5728
0
    if (child_window->BeginCount == 1)
5729
0
        parent_window->DC.CursorPos = child_window->Pos;
5730
5731
    // Process navigation-in immediately so NavInit can run on first frame
5732
    // Can enter a child if (A) it has navigatable items or (B) it can be scrolled.
5733
0
    const ImGuiID temp_id_for_activation = ImHashStr("##Child", 0, id);
5734
0
    if (g.ActiveId == temp_id_for_activation)
5735
0
        ClearActiveID();
5736
0
    if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY))
5737
0
    {
5738
0
        FocusWindow(child_window);
5739
0
        NavInitWindow(child_window, false);
5740
0
        SetActiveID(temp_id_for_activation, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item
5741
0
        g.ActiveIdSource = g.NavInputSource;
5742
0
    }
5743
0
    return ret;
5744
0
}
5745
5746
bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)
5747
0
{
5748
0
    ImGuiWindow* window = GetCurrentWindow();
5749
0
    return BeginChildEx(str_id, window->GetID(str_id), size_arg, border, extra_flags);
5750
0
}
5751
5752
bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)
5753
0
{
5754
0
    IM_ASSERT(id != 0);
5755
0
    return BeginChildEx(NULL, id, size_arg, border, extra_flags);
5756
0
}
5757
5758
void ImGui::EndChild()
5759
0
{
5760
0
    ImGuiContext& g = *GImGui;
5761
0
    ImGuiWindow* window = g.CurrentWindow;
5762
5763
0
    IM_ASSERT(g.WithinEndChild == false);
5764
0
    IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow);   // Mismatched BeginChild()/EndChild() calls
5765
5766
0
    g.WithinEndChild = true;
5767
0
    if (window->BeginCount > 1)
5768
0
    {
5769
0
        End();
5770
0
    }
5771
0
    else
5772
0
    {
5773
0
        ImVec2 sz = window->Size;
5774
0
        if (window->AutoFitChildAxises & (1 << ImGuiAxis_X)) // Arbitrary minimum zero-ish child size of 4.0f causes less trouble than a 0.0f
5775
0
            sz.x = ImMax(4.0f, sz.x);
5776
0
        if (window->AutoFitChildAxises & (1 << ImGuiAxis_Y))
5777
0
            sz.y = ImMax(4.0f, sz.y);
5778
0
        End();
5779
5780
0
        ImGuiWindow* parent_window = g.CurrentWindow;
5781
0
        ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz);
5782
0
        ItemSize(sz);
5783
0
        if ((window->DC.NavLayersActiveMask != 0 || window->DC.NavWindowHasScrollY) && !(window->Flags & ImGuiWindowFlags_NavFlattened))
5784
0
        {
5785
0
            ItemAdd(bb, window->ChildId);
5786
0
            RenderNavHighlight(bb, window->ChildId);
5787
5788
            // When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying)
5789
0
            if (window->DC.NavLayersActiveMask == 0 && window == g.NavWindow)
5790
0
                RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin);
5791
0
        }
5792
0
        else
5793
0
        {
5794
            // Not navigable into
5795
0
            ItemAdd(bb, 0);
5796
5797
            // But when flattened we directly reach items, adjust active layer mask accordingly
5798
0
            if (window->Flags & ImGuiWindowFlags_NavFlattened)
5799
0
                parent_window->DC.NavLayersActiveMaskNext |= window->DC.NavLayersActiveMaskNext;
5800
0
        }
5801
0
        if (g.HoveredWindow == window)
5802
0
            g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
5803
0
    }
5804
0
    g.WithinEndChild = false;
5805
0
    g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
5806
0
}
5807
5808
// Helper to create a child window / scrolling region that looks like a normal widget frame.
5809
bool ImGui::BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags)
5810
0
{
5811
0
    ImGuiContext& g = *GImGui;
5812
0
    const ImGuiStyle& style = g.Style;
5813
0
    PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]);
5814
0
    PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding);
5815
0
    PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize);
5816
0
    PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding);
5817
0
    bool ret = BeginChild(id, size, true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding | extra_flags);
5818
0
    PopStyleVar(3);
5819
0
    PopStyleColor();
5820
0
    return ret;
5821
0
}
5822
5823
void ImGui::EndChildFrame()
5824
0
{
5825
0
    EndChild();
5826
0
}
5827
5828
static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled)
5829
0
{
5830
0
    window->SetWindowPosAllowFlags       = enabled ? (window->SetWindowPosAllowFlags       | flags) : (window->SetWindowPosAllowFlags       & ~flags);
5831
0
    window->SetWindowSizeAllowFlags      = enabled ? (window->SetWindowSizeAllowFlags      | flags) : (window->SetWindowSizeAllowFlags      & ~flags);
5832
0
    window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags);
5833
0
    window->SetWindowDockAllowFlags      = enabled ? (window->SetWindowDockAllowFlags      | flags) : (window->SetWindowDockAllowFlags      & ~flags);
5834
0
}
5835
5836
ImGuiWindow* ImGui::FindWindowByID(ImGuiID id)
5837
0
{
5838
0
    ImGuiContext& g = *GImGui;
5839
0
    return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id);
5840
0
}
5841
5842
ImGuiWindow* ImGui::FindWindowByName(const char* name)
5843
0
{
5844
0
    ImGuiID id = ImHashStr(name);
5845
0
    return FindWindowByID(id);
5846
0
}
5847
5848
static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
5849
0
{
5850
0
    const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
5851
0
    window->ViewportPos = main_viewport->Pos;
5852
0
    if (settings->ViewportId)
5853
0
    {
5854
0
        window->ViewportId = settings->ViewportId;
5855
0
        window->ViewportPos = ImVec2(settings->ViewportPos.x, settings->ViewportPos.y);
5856
0
    }
5857
0
    window->Pos = ImTrunc(ImVec2(settings->Pos.x + window->ViewportPos.x, settings->Pos.y + window->ViewportPos.y));
5858
0
    if (settings->Size.x > 0 && settings->Size.y > 0)
5859
0
        window->Size = window->SizeFull = ImTrunc(ImVec2(settings->Size.x, settings->Size.y));
5860
0
    window->Collapsed = settings->Collapsed;
5861
0
    window->DockId = settings->DockId;
5862
0
    window->DockOrder = settings->DockOrder;
5863
0
}
5864
5865
static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags)
5866
0
{
5867
0
    ImGuiContext& g = *GImGui;
5868
5869
0
    const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0 && ((new_flags & ImGuiWindowFlags_Popup) == 0 || (new_flags & ImGuiWindowFlags_ChildMenu) != 0);
5870
0
    const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild;
5871
0
    if ((just_created || child_flag_changed) && !new_is_explicit_child)
5872
0
    {
5873
0
        IM_ASSERT(!g.WindowsFocusOrder.contains(window));
5874
0
        g.WindowsFocusOrder.push_back(window);
5875
0
        window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1);
5876
0
    }
5877
0
    else if (!just_created && child_flag_changed && new_is_explicit_child)
5878
0
    {
5879
0
        IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window);
5880
0
        for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++)
5881
0
            g.WindowsFocusOrder[n]->FocusOrder--;
5882
0
        g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder);
5883
0
        window->FocusOrder = -1;
5884
0
    }
5885
0
    window->IsExplicitChild = new_is_explicit_child;
5886
0
}
5887
5888
static void InitOrLoadWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
5889
0
{
5890
    // Initial window state with e.g. default/arbitrary window position
5891
    // Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window.
5892
0
    const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
5893
0
    window->Pos = main_viewport->Pos + ImVec2(60, 60);
5894
0
    window->Size = window->SizeFull = ImVec2(0, 0);
5895
0
    window->ViewportPos = main_viewport->Pos;
5896
0
    window->SetWindowPosAllowFlags = window->SetWindowSizeAllowFlags = window->SetWindowCollapsedAllowFlags = window->SetWindowDockAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;
5897
5898
0
    if (settings != NULL)
5899
0
    {
5900
0
        SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false);
5901
0
        ApplyWindowSettings(window, settings);
5902
0
    }
5903
0
    window->DC.CursorStartPos = window->DC.CursorMaxPos = window->DC.IdealMaxPos = window->Pos; // So first call to CalcWindowContentSizes() doesn't return crazy values
5904
5905
0
    if ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)
5906
0
    {
5907
0
        window->AutoFitFramesX = window->AutoFitFramesY = 2;
5908
0
        window->AutoFitOnlyGrows = false;
5909
0
    }
5910
0
    else
5911
0
    {
5912
0
        if (window->Size.x <= 0.0f)
5913
0
            window->AutoFitFramesX = 2;
5914
0
        if (window->Size.y <= 0.0f)
5915
0
            window->AutoFitFramesY = 2;
5916
0
        window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0);
5917
0
    }
5918
0
}
5919
5920
static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags)
5921
0
{
5922
    // Create window the first time
5923
    //IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags);
5924
0
    ImGuiContext& g = *GImGui;
5925
0
    ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name);
5926
0
    window->Flags = flags;
5927
0
    g.WindowsById.SetVoidPtr(window->ID, window);
5928
5929
0
    ImGuiWindowSettings* settings = NULL;
5930
0
    if (!(flags & ImGuiWindowFlags_NoSavedSettings))
5931
0
        if ((settings = ImGui::FindWindowSettingsByWindow(window)) != 0)
5932
0
            window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
5933
5934
0
    InitOrLoadWindowSettings(window, settings);
5935
5936
0
    if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus)
5937
0
        g.Windows.push_front(window); // Quite slow but rare and only once
5938
0
    else
5939
0
        g.Windows.push_back(window);
5940
5941
0
    return window;
5942
0
}
5943
5944
static ImGuiWindow* GetWindowForTitleDisplay(ImGuiWindow* window)
5945
0
{
5946
0
    return window->DockNodeAsHost ? window->DockNodeAsHost->VisibleWindow : window;
5947
0
}
5948
5949
static ImGuiWindow* GetWindowForTitleAndMenuHeight(ImGuiWindow* window)
5950
0
{
5951
0
    return (window->DockNodeAsHost && window->DockNodeAsHost->VisibleWindow) ? window->DockNodeAsHost->VisibleWindow : window;
5952
0
}
5953
5954
static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired)
5955
0
{
5956
0
    ImGuiContext& g = *GImGui;
5957
0
    ImVec2 new_size = size_desired;
5958
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)
5959
0
    {
5960
        // Using -1,-1 on either X/Y axis to preserve the current size.
5961
0
        ImRect cr = g.NextWindowData.SizeConstraintRect;
5962
0
        new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x;
5963
0
        new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y;
5964
0
        if (g.NextWindowData.SizeCallback)
5965
0
        {
5966
0
            ImGuiSizeCallbackData data;
5967
0
            data.UserData = g.NextWindowData.SizeCallbackUserData;
5968
0
            data.Pos = window->Pos;
5969
0
            data.CurrentSize = window->SizeFull;
5970
0
            data.DesiredSize = new_size;
5971
0
            g.NextWindowData.SizeCallback(&data);
5972
0
            new_size = data.DesiredSize;
5973
0
        }
5974
0
        new_size.x = IM_TRUNC(new_size.x);
5975
0
        new_size.y = IM_TRUNC(new_size.y);
5976
0
    }
5977
5978
    // Minimum size
5979
0
    if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize)))
5980
0
    {
5981
0
        ImGuiWindow* window_for_height = GetWindowForTitleAndMenuHeight(window);
5982
0
        new_size = ImMax(new_size, g.Style.WindowMinSize);
5983
0
        const float minimum_height = window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f);
5984
0
        new_size.y = ImMax(new_size.y, minimum_height); // Reduce artifacts with very small windows
5985
0
    }
5986
0
    return new_size;
5987
0
}
5988
5989
static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_current, ImVec2* content_size_ideal)
5990
0
{
5991
0
    bool preserve_old_content_sizes = false;
5992
0
    if (window->Collapsed && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
5993
0
        preserve_old_content_sizes = true;
5994
0
    else if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0)
5995
0
        preserve_old_content_sizes = true;
5996
0
    if (preserve_old_content_sizes)
5997
0
    {
5998
0
        *content_size_current = window->ContentSize;
5999
0
        *content_size_ideal = window->ContentSizeIdeal;
6000
0
        return;
6001
0
    }
6002
6003
0
    content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x);
6004
0
    content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y);
6005
0
    content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x);
6006
0
    content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y);
6007
0
}
6008
6009
static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents)
6010
0
{
6011
0
    ImGuiContext& g = *GImGui;
6012
0
    ImGuiStyle& style = g.Style;
6013
0
    const float decoration_w_without_scrollbars = window->DecoOuterSizeX1 + window->DecoOuterSizeX2 - window->ScrollbarSizes.x;
6014
0
    const float decoration_h_without_scrollbars = window->DecoOuterSizeY1 + window->DecoOuterSizeY2 - window->ScrollbarSizes.y;
6015
0
    ImVec2 size_pad = window->WindowPadding * 2.0f;
6016
0
    ImVec2 size_desired = size_contents + size_pad + ImVec2(decoration_w_without_scrollbars, decoration_h_without_scrollbars);
6017
0
    if (window->Flags & ImGuiWindowFlags_Tooltip)
6018
0
    {
6019
        // Tooltip always resize
6020
0
        return size_desired;
6021
0
    }
6022
0
    else
6023
0
    {
6024
        // Maximum window size is determined by the viewport size or monitor size
6025
0
        const bool is_popup = (window->Flags & ImGuiWindowFlags_Popup) != 0;
6026
0
        const bool is_menu = (window->Flags & ImGuiWindowFlags_ChildMenu) != 0;
6027
0
        ImVec2 size_min = style.WindowMinSize;
6028
0
        if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups)
6029
0
            size_min = ImMin(size_min, ImVec2(4.0f, 4.0f));
6030
6031
0
        ImVec2 avail_size = window->Viewport->WorkSize;
6032
0
        if (window->ViewportOwned)
6033
0
            avail_size = ImVec2(FLT_MAX, FLT_MAX);
6034
0
        const int monitor_idx = window->ViewportAllowPlatformMonitorExtend;
6035
0
        if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size)
6036
0
            avail_size = g.PlatformIO.Monitors[monitor_idx].WorkSize;
6037
0
        ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, avail_size - style.DisplaySafeAreaPadding * 2.0f));
6038
6039
        // When the window cannot fit all contents (either because of constraints, either because screen is too small),
6040
        // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding.
6041
0
        ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit);
6042
0
        bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - decoration_w_without_scrollbars < size_contents.x  && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar);
6043
0
        bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_h_without_scrollbars < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar);
6044
0
        if (will_have_scrollbar_x)
6045
0
            size_auto_fit.y += style.ScrollbarSize;
6046
0
        if (will_have_scrollbar_y)
6047
0
            size_auto_fit.x += style.ScrollbarSize;
6048
0
        return size_auto_fit;
6049
0
    }
6050
0
}
6051
6052
ImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window)
6053
0
{
6054
0
    ImVec2 size_contents_current;
6055
0
    ImVec2 size_contents_ideal;
6056
0
    CalcWindowContentSizes(window, &size_contents_current, &size_contents_ideal);
6057
0
    ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal);
6058
0
    ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit);
6059
0
    return size_final;
6060
0
}
6061
6062
static ImGuiCol GetWindowBgColorIdx(ImGuiWindow* window)
6063
0
{
6064
0
    if (window->Flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
6065
0
        return ImGuiCol_PopupBg;
6066
0
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !window->DockIsActive)
6067
0
        return ImGuiCol_ChildBg;
6068
0
    return ImGuiCol_WindowBg;
6069
0
}
6070
6071
static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size)
6072
0
{
6073
0
    ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm);                // Expected window upper-left
6074
0
    ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right
6075
0
    ImVec2 size_expected = pos_max - pos_min;
6076
0
    ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected);
6077
0
    *out_pos = pos_min;
6078
0
    if (corner_norm.x == 0.0f)
6079
0
        out_pos->x -= (size_constrained.x - size_expected.x);
6080
0
    if (corner_norm.y == 0.0f)
6081
0
        out_pos->y -= (size_constrained.y - size_expected.y);
6082
0
    *out_size = size_constrained;
6083
0
}
6084
6085
// Data for resizing from corner
6086
struct ImGuiResizeGripDef
6087
{
6088
    ImVec2  CornerPosN;
6089
    ImVec2  InnerDir;
6090
    int     AngleMin12, AngleMax12;
6091
};
6092
static const ImGuiResizeGripDef resize_grip_def[4] =
6093
{
6094
    { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 },  // Lower-right
6095
    { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 },  // Lower-left
6096
    { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 },  // Upper-left (Unused)
6097
    { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 }  // Upper-right (Unused)
6098
};
6099
6100
// Data for resizing from borders
6101
struct ImGuiResizeBorderDef
6102
{
6103
    ImVec2 InnerDir;
6104
    ImVec2 SegmentN1, SegmentN2;
6105
    float  OuterAngle;
6106
};
6107
static const ImGuiResizeBorderDef resize_border_def[4] =
6108
{
6109
    { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f }, // Left
6110
    { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right
6111
    { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Up
6112
    { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f }  // Down
6113
};
6114
6115
static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness)
6116
0
{
6117
0
    ImRect rect = window->Rect();
6118
0
    if (thickness == 0.0f)
6119
0
        rect.Max -= ImVec2(1, 1);
6120
0
    if (border_n == ImGuiDir_Left)  { return ImRect(rect.Min.x - thickness,    rect.Min.y + perp_padding, rect.Min.x + thickness,    rect.Max.y - perp_padding); }
6121
0
    if (border_n == ImGuiDir_Right) { return ImRect(rect.Max.x - thickness,    rect.Min.y + perp_padding, rect.Max.x + thickness,    rect.Max.y - perp_padding); }
6122
0
    if (border_n == ImGuiDir_Up)    { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness,    rect.Max.x - perp_padding, rect.Min.y + thickness);    }
6123
0
    if (border_n == ImGuiDir_Down)  { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness,    rect.Max.x - perp_padding, rect.Max.y + thickness);    }
6124
0
    IM_ASSERT(0);
6125
0
    return ImRect();
6126
0
}
6127
6128
// 0..3: corners (Lower-right, Lower-left, Unused, Unused)
6129
ImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n)
6130
0
{
6131
0
    IM_ASSERT(n >= 0 && n < 4);
6132
0
    ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID;
6133
0
    id = ImHashStr("#RESIZE", 0, id);
6134
0
    id = ImHashData(&n, sizeof(int), id);
6135
0
    return id;
6136
0
}
6137
6138
// Borders (Left, Right, Up, Down)
6139
ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir)
6140
0
{
6141
0
    IM_ASSERT(dir >= 0 && dir < 4);
6142
0
    int n = (int)dir + 4;
6143
0
    ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID;
6144
0
    id = ImHashStr("#RESIZE", 0, id);
6145
0
    id = ImHashData(&n, sizeof(int), id);
6146
0
    return id;
6147
0
}
6148
6149
// Handle resize for: Resize Grips, Borders, Gamepad
6150
// Return true when using auto-fit (double-click on resize grip)
6151
static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect)
6152
0
{
6153
0
    ImGuiContext& g = *GImGui;
6154
0
    ImGuiWindowFlags flags = window->Flags;
6155
6156
0
    if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
6157
0
        return false;
6158
0
    if (window->WasActive == false) // Early out to avoid running this code for e.g. a hidden implicit/fallback Debug window.
6159
0
        return false;
6160
6161
0
    bool ret_auto_fit = false;
6162
0
    const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0;
6163
0
    const float grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
6164
0
    const float grip_hover_inner_size = IM_TRUNC(grip_draw_size * 0.75f);
6165
0
    const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f;
6166
6167
0
    ImRect clamp_rect = visibility_rect;
6168
0
    const bool window_move_from_title_bar = g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar);
6169
0
    if (window_move_from_title_bar)
6170
0
        clamp_rect.Min.y -= window->TitleBarHeight();
6171
6172
0
    ImVec2 pos_target(FLT_MAX, FLT_MAX);
6173
0
    ImVec2 size_target(FLT_MAX, FLT_MAX);
6174
6175
    // Clip mouse interaction rectangles within the viewport rectangle (in practice the narrowing is going to happen most of the time).
6176
    // - Not narrowing would mostly benefit the situation where OS windows _without_ decoration have a threshold for hovering when outside their limits.
6177
    //   This is however not the case with current backends under Win32, but a custom borderless window implementation would benefit from it.
6178
    // - When decoration are enabled we typically benefit from that distance, but then our resize elements would be conflicting with OS resize elements, so we also narrow.
6179
    // - Note that we are unable to tell if the platform setup allows hovering with a distance threshold (on Win32, decorated window have such threshold).
6180
    // We only clip interaction so we overwrite window->ClipRect, cannot call PushClipRect() yet as DrawList is not yet setup.
6181
0
    const bool clip_with_viewport_rect = !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) || (g.IO.MouseHoveredViewport != window->ViewportId) || !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration);
6182
0
    if (clip_with_viewport_rect)
6183
0
        window->ClipRect = window->Viewport->GetMainRect();
6184
6185
    // Resize grips and borders are on layer 1
6186
0
    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
6187
6188
    // Manual resize grips
6189
0
    PushID("#RESIZE");
6190
0
    for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
6191
0
    {
6192
0
        const ImGuiResizeGripDef& def = resize_grip_def[resize_grip_n];
6193
0
        const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, def.CornerPosN);
6194
6195
        // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window
6196
0
        bool hovered, held;
6197
0
        ImRect resize_rect(corner - def.InnerDir * grip_hover_outer_size, corner + def.InnerDir * grip_hover_inner_size);
6198
0
        if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x);
6199
0
        if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y);
6200
0
        ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID()
6201
0
        ItemAdd(resize_rect, resize_grip_id, NULL, ImGuiItemFlags_NoNav);
6202
0
        ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
6203
        //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255));
6204
0
        if (hovered || held)
6205
0
            g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE;
6206
6207
0
        if (held && g.IO.MouseClickedCount[0] == 2 && resize_grip_n == 0)
6208
0
        {
6209
            // Manual auto-fit when double-clicking
6210
0
            size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit);
6211
0
            ret_auto_fit = true;
6212
0
            ClearActiveID();
6213
0
        }
6214
0
        else if (held)
6215
0
        {
6216
            // Resize from any of the four corners
6217
            // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position
6218
0
            ImVec2 clamp_min = ImVec2(def.CornerPosN.x == 1.0f ? clamp_rect.Min.x : -FLT_MAX, (def.CornerPosN.y == 1.0f || (def.CornerPosN.y == 0.0f && window_move_from_title_bar)) ? clamp_rect.Min.y : -FLT_MAX);
6219
0
            ImVec2 clamp_max = ImVec2(def.CornerPosN.x == 0.0f ? clamp_rect.Max.x : +FLT_MAX, def.CornerPosN.y == 0.0f ? clamp_rect.Max.y : +FLT_MAX);
6220
0
            ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(def.InnerDir * grip_hover_outer_size, def.InnerDir * -grip_hover_inner_size, def.CornerPosN); // Corner of the window corresponding to our corner grip
6221
0
            corner_target = ImClamp(corner_target, clamp_min, clamp_max);
6222
0
            CalcResizePosSizeFromAnyCorner(window, corner_target, def.CornerPosN, &pos_target, &size_target);
6223
0
        }
6224
6225
        // Only lower-left grip is visible before hovering/activating
6226
0
        if (resize_grip_n == 0 || held || hovered)
6227
0
            resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
6228
0
    }
6229
0
    for (int border_n = 0; border_n < resize_border_count; border_n++)
6230
0
    {
6231
0
        const ImGuiResizeBorderDef& def = resize_border_def[border_n];
6232
0
        const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
6233
6234
0
        bool hovered, held;
6235
0
        ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING);
6236
0
        ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID()
6237
0
        ItemAdd(border_rect, border_id, NULL, ImGuiItemFlags_NoNav);
6238
0
        ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
6239
        //GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255));
6240
0
        if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held)
6241
0
        {
6242
0
            g.MouseCursor = (axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS;
6243
0
            if (held)
6244
0
                *border_held = border_n;
6245
0
        }
6246
0
        if (held)
6247
0
        {
6248
0
            ImVec2 clamp_min(border_n == ImGuiDir_Right ? clamp_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down || (border_n == ImGuiDir_Up && window_move_from_title_bar) ? clamp_rect.Min.y : -FLT_MAX);
6249
0
            ImVec2 clamp_max(border_n == ImGuiDir_Left ? clamp_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up ? clamp_rect.Max.y : +FLT_MAX);
6250
0
            ImVec2 border_target = window->Pos;
6251
0
            border_target[axis] = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING;
6252
0
            border_target = ImClamp(border_target, clamp_min, clamp_max);
6253
0
            CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target);
6254
0
        }
6255
0
    }
6256
0
    PopID();
6257
6258
    // Restore nav layer
6259
0
    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
6260
6261
    // Navigation resize (keyboard/gamepad)
6262
    // FIXME: This cannot be moved to NavUpdateWindowing() because CalcWindowSizeAfterConstraint() need to callback into user.
6263
    // Not even sure the callback works here.
6264
0
    if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindowDockTree == window)
6265
0
    {
6266
0
        ImVec2 nav_resize_dir;
6267
0
        if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift)
6268
0
            nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
6269
0
        if (g.NavInputSource == ImGuiInputSource_Gamepad)
6270
0
            nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown);
6271
0
        if (nav_resize_dir.x != 0.0f || nav_resize_dir.y != 0.0f)
6272
0
        {
6273
0
            const float NAV_RESIZE_SPEED = 600.0f;
6274
0
            const float resize_step = NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y);
6275
0
            g.NavWindowingAccumDeltaSize += nav_resize_dir * resize_step;
6276
0
            g.NavWindowingAccumDeltaSize = ImMax(g.NavWindowingAccumDeltaSize, clamp_rect.Min - window->Pos - window->Size); // We need Pos+Size >= clmap_rect.Min, so Size >= clmap_rect.Min - Pos, so size_delta >= clmap_rect.Min - window->Pos - window->Size
6277
0
            g.NavWindowingToggleLayer = false;
6278
0
            g.NavDisableMouseHover = true;
6279
0
            resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive);
6280
0
            ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaSize);
6281
0
            if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
6282
0
            {
6283
                // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck.
6284
0
                size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + accum_floored);
6285
0
                g.NavWindowingAccumDeltaSize -= accum_floored;
6286
0
            }
6287
0
        }
6288
0
    }
6289
6290
    // Apply back modified position/size to window
6291
0
    if (size_target.x != FLT_MAX)
6292
0
    {
6293
0
        window->SizeFull = size_target;
6294
0
        MarkIniSettingsDirty(window);
6295
0
    }
6296
0
    if (pos_target.x != FLT_MAX)
6297
0
    {
6298
0
        window->Pos = ImTrunc(pos_target);
6299
0
        MarkIniSettingsDirty(window);
6300
0
    }
6301
6302
0
    window->Size = window->SizeFull;
6303
0
    return ret_auto_fit;
6304
0
}
6305
6306
static inline void ClampWindowPos(ImGuiWindow* window, const ImRect& visibility_rect)
6307
0
{
6308
0
    ImGuiContext& g = *GImGui;
6309
0
    ImVec2 size_for_clamping = window->Size;
6310
0
    if (g.IO.ConfigWindowsMoveFromTitleBarOnly && (!(window->Flags & ImGuiWindowFlags_NoTitleBar) || window->DockNodeAsHost))
6311
0
        size_for_clamping.y = ImGui::GetFrameHeight(); // Not using window->TitleBarHeight() as DockNodeAsHost will report 0.0f here.
6312
0
    window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max);
6313
0
}
6314
6315
static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)
6316
0
{
6317
0
    ImGuiContext& g = *GImGui;
6318
0
    float rounding = window->WindowRounding;
6319
0
    float border_size = window->WindowBorderSize;
6320
0
    if (border_size > 0.0f && !(window->Flags & ImGuiWindowFlags_NoBackground))
6321
0
        window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
6322
6323
0
    int border_held = window->ResizeBorderHeld;
6324
0
    if (border_held != -1)
6325
0
    {
6326
0
        const ImGuiResizeBorderDef& def = resize_border_def[border_held];
6327
0
        ImRect border_r = GetResizeBorderRect(window, border_held, rounding, 0.0f);
6328
0
        window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle);
6329
0
        window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f);
6330
0
        window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), 0, ImMax(2.0f, border_size)); // Thicker than usual
6331
0
    }
6332
0
    if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
6333
0
    {
6334
0
        float y = window->Pos.y + window->TitleBarHeight() - 1;
6335
0
        window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), GetColorU32(ImGuiCol_Border), g.Style.FrameBorderSize);
6336
0
    }
6337
0
}
6338
6339
// Draw background and borders
6340
// Draw and handle scrollbars
6341
void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size)
6342
0
{
6343
0
    ImGuiContext& g = *GImGui;
6344
0
    ImGuiStyle& style = g.Style;
6345
0
    ImGuiWindowFlags flags = window->Flags;
6346
6347
    // Ensure that ScrollBar doesn't read last frame's SkipItems
6348
0
    IM_ASSERT(window->BeginCount == 0);
6349
0
    window->SkipItems = false;
6350
6351
    // Draw window + handle manual resize
6352
    // As we highlight the title bar when want_focus is set, multiple reappearing windows will have their title bar highlighted on their reappearing frame.
6353
0
    const float window_rounding = window->WindowRounding;
6354
0
    const float window_border_size = window->WindowBorderSize;
6355
0
    if (window->Collapsed)
6356
0
    {
6357
        // Title bar only
6358
0
        const float backup_border_size = style.FrameBorderSize;
6359
0
        g.Style.FrameBorderSize = window->WindowBorderSize;
6360
0
        ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed);
6361
0
        if (window->ViewportOwned)
6362
0
            title_bar_col |= IM_COL32_A_MASK; // No alpha (we don't support is_docking_transparent_payload here because simpler and less meaningful, but could with a bit of code shuffle/reuse)
6363
0
        RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding);
6364
0
        g.Style.FrameBorderSize = backup_border_size;
6365
0
    }
6366
0
    else
6367
0
    {
6368
        // Window background
6369
0
        if (!(flags & ImGuiWindowFlags_NoBackground))
6370
0
        {
6371
0
            bool is_docking_transparent_payload = false;
6372
0
            if (g.DragDropActive && (g.FrameCount - g.DragDropAcceptFrameCount) <= 1 && g.IO.ConfigDockingTransparentPayload)
6373
0
                if (g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && *(ImGuiWindow**)g.DragDropPayload.Data == window)
6374
0
                    is_docking_transparent_payload = true;
6375
6376
0
            ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window));
6377
0
            if (window->ViewportOwned)
6378
0
            {
6379
0
                bg_col |= IM_COL32_A_MASK; // No alpha
6380
0
                if (is_docking_transparent_payload)
6381
0
                    window->Viewport->Alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA;
6382
0
            }
6383
0
            else
6384
0
            {
6385
                // Adjust alpha. For docking
6386
0
                bool override_alpha = false;
6387
0
                float alpha = 1.0f;
6388
0
                if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha)
6389
0
                {
6390
0
                    alpha = g.NextWindowData.BgAlphaVal;
6391
0
                    override_alpha = true;
6392
0
                }
6393
0
                if (is_docking_transparent_payload)
6394
0
                {
6395
0
                    alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; // FIXME-DOCK: Should that be an override?
6396
0
                    override_alpha = true;
6397
0
                }
6398
0
                if (override_alpha)
6399
0
                    bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT);
6400
0
            }
6401
6402
            // Render, for docked windows and host windows we ensure bg goes before decorations
6403
0
            if (window->DockIsActive)
6404
0
                window->DockNode->LastBgColor = bg_col;
6405
0
            ImDrawList* bg_draw_list = window->DockIsActive ? window->DockNode->HostWindow->DrawList : window->DrawList;
6406
0
            if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost))
6407
0
                bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
6408
0
            bg_draw_list->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom);
6409
0
            if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost))
6410
0
                bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG);
6411
0
        }
6412
0
        if (window->DockIsActive)
6413
0
            window->DockNode->IsBgDrawnThisFrame = true;
6414
6415
        // Title bar
6416
        // (when docked, DockNode are drawing their own title bar. Individual windows however do NOT set the _NoTitleBar flag,
6417
        // in order for their pos/size to be matching their undocking state.)
6418
0
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
6419
0
        {
6420
0
            ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
6421
0
            window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop);
6422
0
        }
6423
6424
        // Menu bar
6425
0
        if (flags & ImGuiWindowFlags_MenuBar)
6426
0
        {
6427
0
            ImRect menu_bar_rect = window->MenuBarRect();
6428
0
            menu_bar_rect.ClipWith(window->Rect());  // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them.
6429
0
            window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop);
6430
0
            if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y)
6431
0
                window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
6432
0
        }
6433
6434
        // Docking: Unhide tab bar (small triangle in the corner), drag from small triangle to quickly undock
6435
0
        ImGuiDockNode* node = window->DockNode;
6436
0
        if (window->DockIsActive && node->IsHiddenTabBar() && !node->IsNoTabBar())
6437
0
        {
6438
0
            float unhide_sz_draw = ImTrunc(g.FontSize * 0.70f);
6439
0
            float unhide_sz_hit = ImTrunc(g.FontSize * 0.55f);
6440
0
            ImVec2 p = node->Pos;
6441
0
            ImRect r(p, p + ImVec2(unhide_sz_hit, unhide_sz_hit));
6442
0
            ImGuiID unhide_id = window->GetID("#UNHIDE");
6443
0
            KeepAliveID(unhide_id);
6444
0
            bool hovered, held;
6445
0
            if (ButtonBehavior(r, unhide_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren))
6446
0
                node->WantHiddenTabBarToggle = true;
6447
0
            else if (held && IsMouseDragging(0))
6448
0
                StartMouseMovingWindowOrNode(window, node, true);
6449
6450
            // FIXME-DOCK: Ideally we'd use ImGuiCol_TitleBgActive/ImGuiCol_TitleBg here, but neither is guaranteed to be visible enough at this sort of size..
6451
0
            ImU32 col = GetColorU32(((held && hovered) || (node->IsFocused && !hovered)) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
6452
0
            window->DrawList->AddTriangleFilled(p, p + ImVec2(unhide_sz_draw, 0.0f), p + ImVec2(0.0f, unhide_sz_draw), col);
6453
0
        }
6454
6455
        // Scrollbars
6456
0
        if (window->ScrollbarX)
6457
0
            Scrollbar(ImGuiAxis_X);
6458
0
        if (window->ScrollbarY)
6459
0
            Scrollbar(ImGuiAxis_Y);
6460
6461
        // Render resize grips (after their input handling so we don't have a frame of latency)
6462
0
        if (handle_borders_and_resize_grips && !(flags & ImGuiWindowFlags_NoResize))
6463
0
        {
6464
0
            for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
6465
0
            {
6466
0
                const ImU32 col = resize_grip_col[resize_grip_n];
6467
0
                if ((col & IM_COL32_A_MASK) == 0)
6468
0
                    continue;
6469
0
                const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
6470
0
                const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN);
6471
0
                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size)));
6472
0
                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size)));
6473
0
                window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12);
6474
0
                window->DrawList->PathFillConvex(col);
6475
0
            }
6476
0
        }
6477
6478
        // Borders (for dock node host they will be rendered over after the tab bar)
6479
0
        if (handle_borders_and_resize_grips && !window->DockNodeAsHost)
6480
0
            RenderWindowOuterBorders(window);
6481
0
    }
6482
0
}
6483
6484
// When inside a dock node, this is handled in DockNodeCalcTabBarLayout() instead.
6485
// Render title text, collapse button, close button
6486
void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open)
6487
0
{
6488
0
    ImGuiContext& g = *GImGui;
6489
0
    ImGuiStyle& style = g.Style;
6490
0
    ImGuiWindowFlags flags = window->Flags;
6491
6492
0
    const bool has_close_button = (p_open != NULL);
6493
0
    const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None);
6494
6495
    // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer)
6496
    // FIXME-NAV: Might want (or not?) to set the equivalent of ImGuiButtonFlags_NoNavFocus so that mouse clicks on standard title bar items don't necessarily set nav/keyboard ref?
6497
0
    const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags;
6498
0
    g.CurrentItemFlags |= ImGuiItemFlags_NoNavDefaultFocus;
6499
0
    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
6500
6501
    // Layout buttons
6502
    // FIXME: Would be nice to generalize the subtleties expressed here into reusable code.
6503
0
    float pad_l = style.FramePadding.x;
6504
0
    float pad_r = style.FramePadding.x;
6505
0
    float button_sz = g.FontSize;
6506
0
    ImVec2 close_button_pos;
6507
0
    ImVec2 collapse_button_pos;
6508
0
    if (has_close_button)
6509
0
    {
6510
0
        close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y);
6511
0
        pad_r += button_sz + style.ItemInnerSpacing.x;
6512
0
    }
6513
0
    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right)
6514
0
    {
6515
0
        collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y);
6516
0
        pad_r += button_sz + style.ItemInnerSpacing.x;
6517
0
    }
6518
0
    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left)
6519
0
    {
6520
0
        collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y + style.FramePadding.y);
6521
0
        pad_l += button_sz + style.ItemInnerSpacing.x;
6522
0
    }
6523
6524
    // Collapse button (submitting first so it gets priority when choosing a navigation init fallback)
6525
0
    if (has_collapse_button)
6526
0
        if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos, NULL))
6527
0
            window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function
6528
6529
    // Close button
6530
0
    if (has_close_button)
6531
0
        if (CloseButton(window->GetID("#CLOSE"), close_button_pos))
6532
0
            *p_open = false;
6533
6534
0
    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
6535
0
    g.CurrentItemFlags = item_flags_backup;
6536
6537
    // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker)
6538
    // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code..
6539
0
    const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? button_sz * 0.80f : 0.0f;
6540
0
    const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f);
6541
6542
    // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button,
6543
    // while uncentered title text will still reach edges correctly.
6544
0
    if (pad_l > style.FramePadding.x)
6545
0
        pad_l += g.Style.ItemInnerSpacing.x;
6546
0
    if (pad_r > style.FramePadding.x)
6547
0
        pad_r += g.Style.ItemInnerSpacing.x;
6548
0
    if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f)
6549
0
    {
6550
0
        float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center
6551
0
        float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x);
6552
0
        pad_l = ImMax(pad_l, pad_extend * centerness);
6553
0
        pad_r = ImMax(pad_r, pad_extend * centerness);
6554
0
    }
6555
6556
0
    ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y);
6557
0
    ImRect clip_r(layout_r.Min.x, layout_r.Min.y, ImMin(layout_r.Max.x + g.Style.ItemInnerSpacing.x, title_bar_rect.Max.x), layout_r.Max.y);
6558
0
    if (flags & ImGuiWindowFlags_UnsavedDocument)
6559
0
    {
6560
0
        ImVec2 marker_pos;
6561
0
        marker_pos.x = ImClamp(layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x + text_size.x, layout_r.Min.x, layout_r.Max.x);
6562
0
        marker_pos.y = (layout_r.Min.y + layout_r.Max.y) * 0.5f;
6563
0
        if (marker_pos.x > layout_r.Min.x)
6564
0
        {
6565
0
            RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_Text));
6566
0
            clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - (int)(marker_size_x * 0.5f));
6567
0
        }
6568
0
    }
6569
    //if (g.IO.KeyShift) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
6570
    //if (g.IO.KeyCtrl) window->DrawList->AddRect(clip_r.Min, clip_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
6571
0
    RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r);
6572
0
}
6573
6574
void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window)
6575
0
{
6576
0
    window->ParentWindow = parent_window;
6577
0
    window->RootWindow = window->RootWindowPopupTree = window->RootWindowDockTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window;
6578
0
    if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))
6579
0
    {
6580
0
        window->RootWindowDockTree = parent_window->RootWindowDockTree;
6581
0
        if (!window->DockIsActive && !(parent_window->Flags & ImGuiWindowFlags_DockNodeHost))
6582
0
            window->RootWindow = parent_window->RootWindow;
6583
0
    }
6584
0
    if (parent_window && (flags & ImGuiWindowFlags_Popup))
6585
0
        window->RootWindowPopupTree = parent_window->RootWindowPopupTree;
6586
0
    if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) // FIXME: simply use _NoTitleBar ?
6587
0
        window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight;
6588
0
    while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened)
6589
0
    {
6590
0
        IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL);
6591
0
        window->RootWindowForNav = window->RootWindowForNav->ParentWindow;
6592
0
    }
6593
0
}
6594
6595
// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing)
6596
// should be positioned behind that modal window, unless the window was created inside the modal begin-stack.
6597
// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent.
6598
// - WindowA            // FindBlockingModal() returns Modal1
6599
//   - WindowB          //                  .. returns Modal1
6600
//   - Modal1           //                  .. returns Modal2
6601
//      - WindowC       //                  .. returns Modal2
6602
//          - WindowD   //                  .. returns Modal2
6603
//          - Modal2    //                  .. returns Modal2
6604
//            - WindowE //                  .. returns NULL
6605
// Notes:
6606
// - FindBlockingModal(NULL) == NULL is generally equivalent to GetTopMostPopupModal() == NULL.
6607
//   Only difference is here we check for ->Active/WasActive but it may be unecessary.
6608
ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window)
6609
0
{
6610
0
    ImGuiContext& g = *GImGui;
6611
0
    if (g.OpenPopupStack.Size <= 0)
6612
0
        return NULL;
6613
6614
    // Find a modal that has common parent with specified window. Specified window should be positioned behind that modal.
6615
0
    for (ImGuiPopupData& popup_data : g.OpenPopupStack)
6616
0
    {
6617
0
        ImGuiWindow* popup_window = popup_data.Window;
6618
0
        if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal))
6619
0
            continue;
6620
0
        if (!popup_window->Active && !popup_window->WasActive)      // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows.
6621
0
            continue;
6622
0
        if (window == NULL)                                         // FindBlockingModal(NULL) test for if FocusWindow(NULL) is naturally possible via a mouse click.
6623
0
            return popup_window;
6624
0
        if (IsWindowWithinBeginStackOf(window, popup_window))       // Window may be over modal
6625
0
            continue;
6626
0
        return popup_window;                                        // Place window right below first block modal
6627
0
    }
6628
0
    return NULL;
6629
0
}
6630
6631
// Push a new Dear ImGui window to add widgets to.
6632
// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair.
6633
// - Begin/End can be called multiple times during the frame with the same window name to append content.
6634
// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file).
6635
//   You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file.
6636
// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned.
6637
// - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed.
6638
bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
6639
0
{
6640
0
    ImGuiContext& g = *GImGui;
6641
0
    const ImGuiStyle& style = g.Style;
6642
0
    IM_ASSERT(name != NULL && name[0] != '\0');     // Window name required
6643
0
    IM_ASSERT(g.WithinFrameScope);                  // Forgot to call ImGui::NewFrame()
6644
0
    IM_ASSERT(g.FrameCountEnded != g.FrameCount);   // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet
6645
6646
    // Find or create
6647
0
    ImGuiWindow* window = FindWindowByName(name);
6648
0
    const bool window_just_created = (window == NULL);
6649
0
    if (window_just_created)
6650
0
        window = CreateNewWindow(name, flags);
6651
6652
    // Automatically disable manual moving/resizing when NoInputs is set
6653
0
    if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs)
6654
0
        flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize;
6655
6656
0
    if (flags & ImGuiWindowFlags_NavFlattened)
6657
0
        IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow);
6658
6659
0
    const int current_frame = g.FrameCount;
6660
0
    const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame);
6661
0
    window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow);
6662
6663
    // Update the Appearing flag (note: the BeginDocked() path may also set this to true later)
6664
0
    bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on
6665
0
    if (flags & ImGuiWindowFlags_Popup)
6666
0
    {
6667
0
        ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
6668
0
        window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed
6669
0
        window_just_activated_by_user |= (window != popup_ref.Window);
6670
0
    }
6671
6672
    // Update Flags, LastFrameActive, BeginOrderXXX fields
6673
0
    const bool window_was_appearing = window->Appearing;
6674
0
    if (first_begin_of_the_frame)
6675
0
    {
6676
0
        UpdateWindowInFocusOrderList(window, window_just_created, flags);
6677
0
        window->Appearing = window_just_activated_by_user;
6678
0
        if (window->Appearing)
6679
0
            SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
6680
0
        window->FlagsPreviousFrame = window->Flags;
6681
0
        window->Flags = (ImGuiWindowFlags)flags;
6682
0
        window->LastFrameActive = current_frame;
6683
0
        window->LastTimeActive = (float)g.Time;
6684
0
        window->BeginOrderWithinParent = 0;
6685
0
        window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++);
6686
0
    }
6687
0
    else
6688
0
    {
6689
0
        flags = window->Flags;
6690
0
    }
6691
6692
    // Docking
6693
    // (NB: during the frame dock nodes are created, it is possible that (window->DockIsActive == false) even though (window->DockNode->Windows.Size > 1)
6694
0
    IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); // Cannot be both
6695
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasDock)
6696
0
        SetWindowDock(window, g.NextWindowData.DockId, g.NextWindowData.DockCond);
6697
0
    if (first_begin_of_the_frame)
6698
0
    {
6699
0
        bool has_dock_node = (window->DockId != 0 || window->DockNode != NULL);
6700
0
        bool new_auto_dock_node = !has_dock_node && GetWindowAlwaysWantOwnTabBar(window);
6701
0
        bool dock_node_was_visible = window->DockNodeIsVisible;
6702
0
        bool dock_tab_was_visible = window->DockTabIsVisible;
6703
0
        if (has_dock_node || new_auto_dock_node)
6704
0
        {
6705
0
            BeginDocked(window, p_open);
6706
0
            flags = window->Flags;
6707
0
            if (window->DockIsActive)
6708
0
            {
6709
0
                IM_ASSERT(window->DockNode != NULL);
6710
0
                g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; // Docking currently override constraints
6711
0
            }
6712
6713
            // Amend the Appearing flag
6714
0
            if (window->DockTabIsVisible && !dock_tab_was_visible && dock_node_was_visible && !window->Appearing && !window_was_appearing)
6715
0
            {
6716
0
                window->Appearing = true;
6717
0
                SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
6718
0
            }
6719
0
        }
6720
0
        else
6721
0
        {
6722
0
            window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false;
6723
0
        }
6724
0
    }
6725
6726
    // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack
6727
0
    ImGuiWindow* parent_window_in_stack = (window->DockIsActive && window->DockNode->HostWindow) ? window->DockNode->HostWindow : g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window;
6728
0
    ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow;
6729
0
    IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));
6730
6731
    // We allow window memory to be compacted so recreate the base stack when needed.
6732
0
    if (window->IDStack.Size == 0)
6733
0
        window->IDStack.push_back(window->ID);
6734
6735
    // Add to stack
6736
    // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow()
6737
0
    g.CurrentWindow = window;
6738
0
    ImGuiWindowStackData window_stack_data;
6739
0
    window_stack_data.Window = window;
6740
0
    window_stack_data.ParentLastItemDataBackup = g.LastItemData;
6741
0
    window_stack_data.StackSizesOnBegin.SetToContextState(&g);
6742
0
    g.CurrentWindowStack.push_back(window_stack_data);
6743
0
    if (flags & ImGuiWindowFlags_ChildMenu)
6744
0
        g.BeginMenuCount++;
6745
6746
    // Update ->RootWindow and others pointers (before any possible call to FocusWindow)
6747
0
    if (first_begin_of_the_frame)
6748
0
    {
6749
0
        UpdateWindowParentAndRootLinks(window, flags, parent_window);
6750
0
        window->ParentWindowInBeginStack = parent_window_in_stack;
6751
0
    }
6752
6753
    // Add to focus scope stack
6754
0
    PushFocusScope(window->ID);
6755
0
    window->NavRootFocusScopeId = g.CurrentFocusScopeId;
6756
0
    g.CurrentWindow = NULL;
6757
6758
    // Add to popup stack
6759
0
    if (flags & ImGuiWindowFlags_Popup)
6760
0
    {
6761
0
        ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
6762
0
        popup_ref.Window = window;
6763
0
        popup_ref.ParentNavLayer = parent_window_in_stack->DC.NavLayerCurrent;
6764
0
        g.BeginPopupStack.push_back(popup_ref);
6765
0
        window->PopupId = popup_ref.PopupId;
6766
0
    }
6767
6768
    // Process SetNextWindow***() calls
6769
    // (FIXME: Consider splitting the HasXXX flags into X/Y components
6770
0
    bool window_pos_set_by_api = false;
6771
0
    bool window_size_x_set_by_api = false, window_size_y_set_by_api = false;
6772
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos)
6773
0
    {
6774
0
        window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0;
6775
0
        if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f)
6776
0
        {
6777
            // May be processed on the next frame if this is our first frame and we are measuring size
6778
            // FIXME: Look into removing the branch so everything can go through this same code path for consistency.
6779
0
            window->SetWindowPosVal = g.NextWindowData.PosVal;
6780
0
            window->SetWindowPosPivot = g.NextWindowData.PosPivotVal;
6781
0
            window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
6782
0
        }
6783
0
        else
6784
0
        {
6785
0
            SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond);
6786
0
        }
6787
0
    }
6788
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)
6789
0
    {
6790
0
        window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f);
6791
0
        window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f);
6792
0
        SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond);
6793
0
    }
6794
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll)
6795
0
    {
6796
0
        if (g.NextWindowData.ScrollVal.x >= 0.0f)
6797
0
        {
6798
0
            window->ScrollTarget.x = g.NextWindowData.ScrollVal.x;
6799
0
            window->ScrollTargetCenterRatio.x = 0.0f;
6800
0
        }
6801
0
        if (g.NextWindowData.ScrollVal.y >= 0.0f)
6802
0
        {
6803
0
            window->ScrollTarget.y = g.NextWindowData.ScrollVal.y;
6804
0
            window->ScrollTargetCenterRatio.y = 0.0f;
6805
0
        }
6806
0
    }
6807
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize)
6808
0
        window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal;
6809
0
    else if (first_begin_of_the_frame)
6810
0
        window->ContentSizeExplicit = ImVec2(0.0f, 0.0f);
6811
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasWindowClass)
6812
0
        window->WindowClass = g.NextWindowData.WindowClass;
6813
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed)
6814
0
        SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond);
6815
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus)
6816
0
        FocusWindow(window);
6817
0
    if (window->Appearing)
6818
0
        SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false);
6819
6820
    // When reusing window again multiple times a frame, just append content (don't need to setup again)
6821
0
    if (first_begin_of_the_frame)
6822
0
    {
6823
        // Initialize
6824
0
        const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345)
6825
0
        const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0);
6826
0
        window->Active = true;
6827
0
        window->HasCloseButton = (p_open != NULL);
6828
0
        window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX);
6829
0
        window->IDStack.resize(1);
6830
0
        window->DrawList->_ResetForNewFrame();
6831
0
        window->DC.CurrentTableIdx = -1;
6832
0
        if (flags & ImGuiWindowFlags_DockNodeHost)
6833
0
        {
6834
0
            window->DrawList->ChannelsSplit(2);
6835
0
            window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); // Render decorations on channel 1 as we will render the backgrounds manually later
6836
0
        }
6837
6838
        // Restore buffer capacity when woken from a compacted state, to avoid
6839
0
        if (window->MemoryCompacted)
6840
0
            GcAwakeTransientWindowBuffers(window);
6841
6842
        // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged).
6843
        // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere.
6844
0
        bool window_title_visible_elsewhere = false;
6845
0
        if ((window->Viewport && window->Viewport->Window == window) || (window->DockIsActive))
6846
0
            window_title_visible_elsewhere = true;
6847
0
        else if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0)   // Window titles visible when using CTRL+TAB
6848
0
            window_title_visible_elsewhere = true;
6849
0
        if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0)
6850
0
        {
6851
0
            size_t buf_len = (size_t)window->NameBufLen;
6852
0
            window->Name = ImStrdupcpy(window->Name, &buf_len, name);
6853
0
            window->NameBufLen = (int)buf_len;
6854
0
        }
6855
6856
        // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS
6857
6858
        // Update contents size from last frame for auto-fitting (or use explicit size)
6859
0
        CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal);
6860
6861
        // FIXME: These flags are decremented before they are used. This means that in order to have these fields produce their intended behaviors
6862
        // for one frame we must set them to at least 2, which is counter-intuitive. HiddenFramesCannotSkipItems is a more complicated case because
6863
        // it has a single usage before this code block and may be set below before it is finally checked.
6864
0
        if (window->HiddenFramesCanSkipItems > 0)
6865
0
            window->HiddenFramesCanSkipItems--;
6866
0
        if (window->HiddenFramesCannotSkipItems > 0)
6867
0
            window->HiddenFramesCannotSkipItems--;
6868
0
        if (window->HiddenFramesForRenderOnly > 0)
6869
0
            window->HiddenFramesForRenderOnly--;
6870
6871
        // Hide new windows for one frame until they calculate their size
6872
0
        if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api))
6873
0
            window->HiddenFramesCannotSkipItems = 1;
6874
6875
        // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows)
6876
        // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size.
6877
0
        if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0)
6878
0
        {
6879
0
            window->HiddenFramesCannotSkipItems = 1;
6880
0
            if (flags & ImGuiWindowFlags_AlwaysAutoResize)
6881
0
            {
6882
0
                if (!window_size_x_set_by_api)
6883
0
                    window->Size.x = window->SizeFull.x = 0.f;
6884
0
                if (!window_size_y_set_by_api)
6885
0
                    window->Size.y = window->SizeFull.y = 0.f;
6886
0
                window->ContentSize = window->ContentSizeIdeal = ImVec2(0.f, 0.f);
6887
0
            }
6888
0
        }
6889
6890
        // SELECT VIEWPORT
6891
        // We need to do this before using any style/font sizes, as viewport with a different DPI may affect font sizes.
6892
6893
0
        WindowSelectViewport(window);
6894
0
        SetCurrentViewport(window, window->Viewport);
6895
0
        window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f;
6896
0
        SetCurrentWindow(window);
6897
0
        flags = window->Flags;
6898
6899
        // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies)
6900
        // We read Style data after the call to UpdateSelectWindowViewport() which might be swapping the style.
6901
6902
0
        if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow))
6903
0
            window->WindowBorderSize = style.ChildBorderSize;
6904
0
        else
6905
0
            window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize;
6906
0
        if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f)
6907
0
            window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f);
6908
0
        else
6909
0
            window->WindowPadding = style.WindowPadding;
6910
6911
        // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size.
6912
0
        window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x);
6913
0
        window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y;
6914
6915
0
        bool use_current_size_for_scrollbar_x = window_just_created;
6916
0
        bool use_current_size_for_scrollbar_y = window_just_created;
6917
6918
        // Collapse window by double-clicking on title bar
6919
        // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing
6920
0
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse) && !window->DockIsActive)
6921
0
        {
6922
            // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar.
6923
0
            ImRect title_bar_rect = window->TitleBarRect();
6924
0
            if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseClickedCount[0] == 2)
6925
0
                window->WantCollapseToggle = true;
6926
0
            if (window->WantCollapseToggle)
6927
0
            {
6928
0
                window->Collapsed = !window->Collapsed;
6929
0
                if (!window->Collapsed)
6930
0
                    use_current_size_for_scrollbar_y = true;
6931
0
                MarkIniSettingsDirty(window);
6932
0
            }
6933
0
        }
6934
0
        else
6935
0
        {
6936
0
            window->Collapsed = false;
6937
0
        }
6938
0
        window->WantCollapseToggle = false;
6939
6940
        // SIZE
6941
6942
        // Outer Decoration Sizes
6943
        // (we need to clear ScrollbarSize immediatly as CalcWindowAutoFitSize() needs it and can be called from other locations).
6944
0
        const ImVec2 scrollbar_sizes_from_last_frame = window->ScrollbarSizes;
6945
0
        window->DecoOuterSizeX1 = 0.0f;
6946
0
        window->DecoOuterSizeX2 = 0.0f;
6947
0
        window->DecoOuterSizeY1 = window->TitleBarHeight() + window->MenuBarHeight();
6948
0
        window->DecoOuterSizeY2 = 0.0f;
6949
0
        window->ScrollbarSizes = ImVec2(0.0f, 0.0f);
6950
6951
        // Calculate auto-fit size, handle automatic resize
6952
0
        const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal);
6953
0
        if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed)
6954
0
        {
6955
            // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc.
6956
0
            if (!window_size_x_set_by_api)
6957
0
            {
6958
0
                window->SizeFull.x = size_auto_fit.x;
6959
0
                use_current_size_for_scrollbar_x = true;
6960
0
            }
6961
0
            if (!window_size_y_set_by_api)
6962
0
            {
6963
0
                window->SizeFull.y = size_auto_fit.y;
6964
0
                use_current_size_for_scrollbar_y = true;
6965
0
            }
6966
0
        }
6967
0
        else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
6968
0
        {
6969
            // Auto-fit may only grow window during the first few frames
6970
            // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed.
6971
0
            if (!window_size_x_set_by_api && window->AutoFitFramesX > 0)
6972
0
            {
6973
0
                window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x;
6974
0
                use_current_size_for_scrollbar_x = true;
6975
0
            }
6976
0
            if (!window_size_y_set_by_api && window->AutoFitFramesY > 0)
6977
0
            {
6978
0
                window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y;
6979
0
                use_current_size_for_scrollbar_y = true;
6980
0
            }
6981
0
            if (!window->Collapsed)
6982
0
                MarkIniSettingsDirty(window);
6983
0
        }
6984
6985
        // Apply minimum/maximum window size constraints and final size
6986
0
        window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull);
6987
0
        window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull;
6988
6989
        // POSITION
6990
6991
        // Popup latch its initial position, will position itself when it appears next frame
6992
0
        if (window_just_activated_by_user)
6993
0
        {
6994
0
            window->AutoPosLastDirection = ImGuiDir_None;
6995
0
            if ((flags & ImGuiWindowFlags_Popup) != 0 && !(flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api) // FIXME: BeginPopup() could use SetNextWindowPos()
6996
0
                window->Pos = g.BeginPopupStack.back().OpenPopupPos;
6997
0
        }
6998
6999
        // Position child window
7000
0
        if (flags & ImGuiWindowFlags_ChildWindow)
7001
0
        {
7002
0
            IM_ASSERT(parent_window && parent_window->Active);
7003
0
            window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size;
7004
0
            parent_window->DC.ChildWindows.push_back(window);
7005
0
            if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip)
7006
0
                window->Pos = parent_window->DC.CursorPos;
7007
0
        }
7008
7009
0
        const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0);
7010
0
        if (window_pos_with_pivot)
7011
0
            SetWindowPos(window, window->SetWindowPosVal - window->Size * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering)
7012
0
        else if ((flags & ImGuiWindowFlags_ChildMenu) != 0)
7013
0
            window->Pos = FindBestWindowPosForPopup(window);
7014
0
        else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize)
7015
0
            window->Pos = FindBestWindowPosForPopup(window);
7016
0
        else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip)
7017
0
            window->Pos = FindBestWindowPosForPopup(window);
7018
7019
        // Late create viewport if we don't fit within our current host viewport.
7020
0
        if (window->ViewportAllowPlatformMonitorExtend >= 0 && !window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_IsMinimized))
7021
0
            if (!window->Viewport->GetMainRect().Contains(window->Rect()))
7022
0
            {
7023
                // This is based on the assumption that the DPI will be known ahead (same as the DPI of the selection done in UpdateSelectWindowViewport)
7024
                //ImGuiViewport* old_viewport = window->Viewport;
7025
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing);
7026
7027
                // FIXME-DPI
7028
                //IM_ASSERT(old_viewport->DpiScale == window->Viewport->DpiScale); // FIXME-DPI: Something went wrong
7029
0
                SetCurrentViewport(window, window->Viewport);
7030
0
                window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f;
7031
0
                SetCurrentWindow(window);
7032
0
            }
7033
7034
0
        if (window->ViewportOwned)
7035
0
            WindowSyncOwnedViewport(window, parent_window_in_stack);
7036
7037
        // Calculate the range of allowed position for that window (to be movable and visible past safe area padding)
7038
        // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect.
7039
0
        ImRect viewport_rect(window->Viewport->GetMainRect());
7040
0
        ImRect viewport_work_rect(window->Viewport->GetWorkRect());
7041
0
        ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
7042
0
        ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding);
7043
7044
        // Clamp position/size so window stays visible within its viewport or monitor
7045
        // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
7046
        // FIXME: Similar to code in GetWindowAllowedExtentRect()
7047
0
        if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow))
7048
0
        {
7049
0
            if (!window->ViewportOwned && viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f)
7050
0
            {
7051
0
                ClampWindowPos(window, visibility_rect);
7052
0
            }
7053
0
            else if (window->ViewportOwned && g.PlatformIO.Monitors.Size > 0)
7054
0
            {
7055
                // Lost windows (e.g. a monitor disconnected) will naturally moved to the fallback/dummy monitor aka the main viewport.
7056
0
                const ImGuiPlatformMonitor* monitor = GetViewportPlatformMonitor(window->Viewport);
7057
0
                visibility_rect.Min = monitor->WorkPos + visibility_padding;
7058
0
                visibility_rect.Max = monitor->WorkPos + monitor->WorkSize - visibility_padding;
7059
0
                ClampWindowPos(window, visibility_rect);
7060
0
            }
7061
0
        }
7062
0
        window->Pos = ImTrunc(window->Pos);
7063
7064
        // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies)
7065
        // Large values tend to lead to variety of artifacts and are not recommended.
7066
0
        if (window->ViewportOwned || window->DockIsActive)
7067
0
            window->WindowRounding = 0.0f;
7068
0
        else
7069
0
            window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;
7070
7071
        // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts.
7072
        //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar))
7073
        //    window->WindowRounding = ImMin(window->WindowRounding, g.FontSize + style.FramePadding.y * 2.0f);
7074
7075
        // Apply window focus (new and reactivated windows are moved to front)
7076
0
        bool want_focus = false;
7077
0
        if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing))
7078
0
        {
7079
0
            if (flags & ImGuiWindowFlags_Popup)
7080
0
                want_focus = true;
7081
0
            else if ((window->DockIsActive || (flags & ImGuiWindowFlags_ChildWindow) == 0) && !(flags & ImGuiWindowFlags_Tooltip))
7082
0
                want_focus = true;
7083
0
        }
7084
7085
        // [Test Engine] Register whole window in the item system (before submitting further decorations)
7086
#ifdef IMGUI_ENABLE_TEST_ENGINE
7087
        if (g.TestEngineHookItems)
7088
        {
7089
            IM_ASSERT(window->IDStack.Size == 1);
7090
            window->IDStack.Size = 0; // As window->IDStack[0] == window->ID here, make sure TestEngine doesn't erroneously see window as parent of itself.
7091
            IMGUI_TEST_ENGINE_ITEM_ADD(window->ID, window->Rect(), NULL);
7092
            IMGUI_TEST_ENGINE_ITEM_INFO(window->ID, window->Name, (g.HoveredWindow == window) ? ImGuiItemStatusFlags_HoveredRect : 0);
7093
            window->IDStack.Size = 1;
7094
        }
7095
#endif
7096
7097
        // Decide if we are going to handle borders and resize grips
7098
0
        const bool handle_borders_and_resize_grips = (window->DockNodeAsHost || !window->DockIsActive);
7099
7100
        // Handle manual resize: Resize Grips, Borders, Gamepad
7101
0
        int border_held = -1;
7102
0
        ImU32 resize_grip_col[4] = {};
7103
0
        const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it.
7104
0
        const float resize_grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
7105
0
        if (handle_borders_and_resize_grips && !window->Collapsed)
7106
0
            if (UpdateWindowManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect))
7107
0
                use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true;
7108
0
        window->ResizeBorderHeld = (signed char)border_held;
7109
7110
        // Synchronize window --> viewport again and one last time (clamping and manual resize may have affected either)
7111
0
        if (window->ViewportOwned)
7112
0
        {
7113
0
            if (!window->Viewport->PlatformRequestMove)
7114
0
                window->Viewport->Pos = window->Pos;
7115
0
            if (!window->Viewport->PlatformRequestResize)
7116
0
                window->Viewport->Size = window->Size;
7117
0
            window->Viewport->UpdateWorkRect();
7118
0
            viewport_rect = window->Viewport->GetMainRect();
7119
0
        }
7120
7121
        // Save last known viewport position within the window itself (so it can be saved in .ini file and restored)
7122
0
        window->ViewportPos = window->Viewport->Pos;
7123
7124
        // SCROLLBAR VISIBILITY
7125
7126
        // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size).
7127
0
        if (!window->Collapsed)
7128
0
        {
7129
            // When reading the current size we need to read it after size constraints have been applied.
7130
            // Intentionally use previous frame values for InnerRect and ScrollbarSizes.
7131
            // And when we use window->DecorationUp here it doesn't have ScrollbarSizes.y applied yet.
7132
0
            ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2));
7133
0
            ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + scrollbar_sizes_from_last_frame;
7134
0
            ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f;
7135
0
            float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x;
7136
0
            float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y;
7137
            //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons?
7138
0
            window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar));
7139
0
            window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
7140
0
            if (window->ScrollbarX && !window->ScrollbarY)
7141
0
                window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar);
7142
0
            window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
7143
7144
            // Amend the partially filled window->DecorationXXX values.
7145
0
            window->DecoOuterSizeX2 += window->ScrollbarSizes.x;
7146
0
            window->DecoOuterSizeY2 += window->ScrollbarSizes.y;
7147
0
        }
7148
7149
        // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING)
7150
        // Update various regions. Variables they depend on should be set above in this function.
7151
        // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame.
7152
7153
        // Outer rectangle
7154
        // Not affected by window border size. Used by:
7155
        // - FindHoveredWindow() (w/ extra padding when border resize is enabled)
7156
        // - Begin() initial clipping rect for drawing window background and borders.
7157
        // - Begin() clipping whole child
7158
0
        const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect;
7159
0
        const ImRect outer_rect = window->Rect();
7160
0
        const ImRect title_bar_rect = window->TitleBarRect();
7161
0
        window->OuterRectClipped = outer_rect;
7162
0
        if (window->DockIsActive)
7163
0
            window->OuterRectClipped.Min.y += window->TitleBarHeight();
7164
0
        window->OuterRectClipped.ClipWith(host_rect);
7165
7166
        // Inner rectangle
7167
        // Not affected by window border size. Used by:
7168
        // - InnerClipRect
7169
        // - ScrollToRectEx()
7170
        // - NavUpdatePageUpPageDown()
7171
        // - Scrollbar()
7172
0
        window->InnerRect.Min.x = window->Pos.x + window->DecoOuterSizeX1;
7173
0
        window->InnerRect.Min.y = window->Pos.y + window->DecoOuterSizeY1;
7174
0
        window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->DecoOuterSizeX2;
7175
0
        window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->DecoOuterSizeY2;
7176
7177
        // Inner clipping rectangle.
7178
        // Will extend a little bit outside the normal work region.
7179
        // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space.
7180
        // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result.
7181
        // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior.
7182
        // Affected by window/frame border size. Used by:
7183
        // - Begin() initial clip rect
7184
0
        float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize);
7185
0
        window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(ImTrunc(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
7186
0
        window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size);
7187
0
        window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImTrunc(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
7188
0
        window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize);
7189
0
        window->InnerClipRect.ClipWithFull(host_rect);
7190
7191
        // Default item width. Make it proportional to window size if window manually resizes
7192
0
        if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
7193
0
            window->ItemWidthDefault = ImTrunc(window->Size.x * 0.65f);
7194
0
        else
7195
0
            window->ItemWidthDefault = ImTrunc(g.FontSize * 16.0f);
7196
7197
        // SCROLLING
7198
7199
        // Lock down maximum scrolling
7200
        // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate
7201
        // for right/bottom aligned items without creating a scrollbar.
7202
0
        window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth());
7203
0
        window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight());
7204
7205
        // Apply scrolling
7206
0
        window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window);
7207
0
        window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
7208
0
        window->DecoInnerSizeX1 = window->DecoInnerSizeY1 = 0.0f;
7209
7210
        // DRAWING
7211
7212
        // Setup draw list and outer clipping rectangle
7213
0
        IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0);
7214
0
        window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
7215
0
        PushClipRect(host_rect.Min, host_rect.Max, false);
7216
7217
        // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71)
7218
        // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order.
7219
        // FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493)
7220
0
        const bool is_undocked_or_docked_visible = !window->DockIsActive || window->DockTabIsVisible;
7221
0
        if (is_undocked_or_docked_visible)
7222
0
        {
7223
0
            bool render_decorations_in_parent = false;
7224
0
            if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip)
7225
0
            {
7226
                // - We test overlap with the previous child window only (testing all would end up being O(log N) not a good investment here)
7227
                // - We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping childs
7228
0
                ImGuiWindow* previous_child = parent_window->DC.ChildWindows.Size >= 2 ? parent_window->DC.ChildWindows[parent_window->DC.ChildWindows.Size - 2] : NULL;
7229
0
                bool previous_child_overlapping = previous_child ? previous_child->Rect().Overlaps(window->Rect()) : false;
7230
0
                bool parent_is_empty = (parent_window->DrawList->VtxBuffer.Size == 0);
7231
0
                if (window->DrawList->CmdBuffer.back().ElemCount == 0 && !parent_is_empty && !previous_child_overlapping)
7232
0
                    render_decorations_in_parent = true;
7233
0
            }
7234
0
            if (render_decorations_in_parent)
7235
0
                window->DrawList = parent_window->DrawList;
7236
7237
            // Handle title bar, scrollbar, resize grips and resize borders
7238
0
            const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;
7239
0
            const bool title_bar_is_highlight = want_focus || (window_to_highlight && (window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight || (window->DockNode && window->DockNode == window_to_highlight->DockNode)));
7240
0
            RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size);
7241
7242
0
            if (render_decorations_in_parent)
7243
0
                window->DrawList = &window->DrawListInst;
7244
0
        }
7245
7246
        // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING)
7247
7248
        // Work rectangle.
7249
        // Affected by window padding and border size. Used by:
7250
        // - Columns() for right-most edge
7251
        // - TreeNode(), CollapsingHeader() for right-most edge
7252
        // - BeginTabBar() for right-most edge
7253
0
        const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar);
7254
0
        const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar);
7255
0
        const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2)));
7256
0
        const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)));
7257
0
        window->WorkRect.Min.x = ImTrunc(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize));
7258
0
        window->WorkRect.Min.y = ImTrunc(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize));
7259
0
        window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x;
7260
0
        window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y;
7261
0
        window->ParentWorkRect = window->WorkRect;
7262
7263
        // [LEGACY] Content Region
7264
        // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it.
7265
        // Unless explicit content size is specified by user, this currently represent the region leading to no scrolling.
7266
        // Used by:
7267
        // - Mouse wheel scrolling + many other things
7268
0
        window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x + window->DecoOuterSizeX1;
7269
0
        window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->DecoOuterSizeY1;
7270
0
        window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2)));
7271
0
        window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)));
7272
7273
        // Setup drawing context
7274
        // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.)
7275
0
        window->DC.Indent.x = window->DecoOuterSizeX1 + window->WindowPadding.x - window->Scroll.x;
7276
0
        window->DC.GroupOffset.x = 0.0f;
7277
0
        window->DC.ColumnsOffset.x = 0.0f;
7278
7279
        // Record the loss of precision of CursorStartPos which can happen due to really large scrolling amount.
7280
        // This is used by clipper to compensate and fix the most common use case of large scroll area. Easy and cheap, next best thing compared to switching everything to double or ImU64.
7281
0
        double start_pos_highp_x = (double)window->Pos.x + window->WindowPadding.x - (double)window->Scroll.x + window->DecoOuterSizeX1 + window->DC.ColumnsOffset.x;
7282
0
        double start_pos_highp_y = (double)window->Pos.y + window->WindowPadding.y - (double)window->Scroll.y + window->DecoOuterSizeY1;
7283
0
        window->DC.CursorStartPos  = ImVec2((float)start_pos_highp_x, (float)start_pos_highp_y);
7284
0
        window->DC.CursorStartPosLossyness = ImVec2((float)(start_pos_highp_x - window->DC.CursorStartPos.x), (float)(start_pos_highp_y - window->DC.CursorStartPos.y));
7285
0
        window->DC.CursorPos = window->DC.CursorStartPos;
7286
0
        window->DC.CursorPosPrevLine = window->DC.CursorPos;
7287
0
        window->DC.CursorMaxPos = window->DC.CursorStartPos;
7288
0
        window->DC.IdealMaxPos = window->DC.CursorStartPos;
7289
0
        window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f);
7290
0
        window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f;
7291
0
        window->DC.IsSameLine = window->DC.IsSetPos = false;
7292
7293
0
        window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
7294
0
        window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext;
7295
0
        window->DC.NavLayersActiveMaskNext = 0x00;
7296
0
        window->DC.NavIsScrollPushableX = true;
7297
0
        window->DC.NavHideHighlightOneFrame = false;
7298
0
        window->DC.NavWindowHasScrollY = (window->ScrollMax.y > 0.0f);
7299
7300
0
        window->DC.MenuBarAppending = false;
7301
0
        window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user);
7302
0
        window->DC.TreeDepth = 0;
7303
0
        window->DC.TreeJumpToParentOnPopMask = 0x00;
7304
0
        window->DC.ChildWindows.resize(0);
7305
0
        window->DC.StateStorage = &window->StateStorage;
7306
0
        window->DC.CurrentColumns = NULL;
7307
0
        window->DC.LayoutType = ImGuiLayoutType_Vertical;
7308
0
        window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;
7309
7310
0
        window->DC.ItemWidth = window->ItemWidthDefault;
7311
0
        window->DC.TextWrapPos = -1.0f; // disabled
7312
0
        window->DC.ItemWidthStack.resize(0);
7313
0
        window->DC.TextWrapPosStack.resize(0);
7314
7315
0
        if (window->AutoFitFramesX > 0)
7316
0
            window->AutoFitFramesX--;
7317
0
        if (window->AutoFitFramesY > 0)
7318
0
            window->AutoFitFramesY--;
7319
7320
        // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there)
7321
        // We ImGuiFocusRequestFlags_UnlessBelowModal to:
7322
        // - Avoid focusing a window that is created outside of a modal. This will prevent active modal from being closed.
7323
        // - Position window behind the modal that is not a begin-parent of this window.
7324
0
        if (want_focus)
7325
0
            FocusWindow(window, ImGuiFocusRequestFlags_UnlessBelowModal);
7326
0
        if (want_focus && window == g.NavWindow)
7327
0
            NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls
7328
7329
        // Close requested by platform window (apply to all windows in this viewport)
7330
0
        if (p_open != NULL && window->Viewport->PlatformRequestClose && window->Viewport != GetMainViewport())
7331
0
        {
7332
0
            IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' closed by PlatformRequestClose\n", window->Name);
7333
0
            *p_open = false;
7334
0
            g.NavWindowingToggleLayer = false; // Assume user mapped PlatformRequestClose on ALT-F4 so we disable ALT for menu toggle. False positive not an issue. // FIXME-NAV: Try removing.
7335
0
        }
7336
7337
        // Title bar
7338
0
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
7339
0
            RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open);
7340
7341
        // Clear hit test shape every frame
7342
0
        window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0;
7343
7344
        // Pressing CTRL+C while holding on a window copy its content to the clipboard
7345
        // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope.
7346
        // Maybe we can support CTRL+C on every element?
7347
        /*
7348
        //if (g.NavWindow == window && g.ActiveId == 0)
7349
        if (g.ActiveId == window->MoveId)
7350
            if (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_C))
7351
                LogToClipboard();
7352
        */
7353
7354
0
        if (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)
7355
0
        {
7356
            // Docking: Dragging a dockable window (or any of its child) turns it into a drag and drop source.
7357
            // We need to do this _before_ we overwrite window->DC.LastItemId below because BeginDockableDragDropSource() also overwrites it.
7358
0
            if (g.MovingWindow == window && (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoDocking) == 0)
7359
0
                BeginDockableDragDropSource(window);
7360
7361
            // Docking: Any dockable window can act as a target. For dock node hosts we call BeginDockableDragDropTarget() in DockNodeUpdate() instead.
7362
0
            if (g.DragDropActive && !(flags & ImGuiWindowFlags_NoDocking))
7363
0
                if (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != window)
7364
0
                    if ((window == window->RootWindowDockTree) && !(window->Flags & ImGuiWindowFlags_DockNodeHost))
7365
0
                        BeginDockableDragDropTarget(window);
7366
0
        }
7367
7368
        // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin().
7369
        // This is useful to allow creating context menus on title bar only, etc.
7370
0
        if (window->DockIsActive)
7371
0
            SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DockTabItemStatusFlags, window->DockTabItemRect);
7372
0
        else
7373
0
            SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect);
7374
7375
        // [DEBUG]
7376
0
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
7377
0
        if (g.DebugLocateId != 0 && (window->ID == g.DebugLocateId || window->MoveId == g.DebugLocateId))
7378
0
            DebugLocateItemResolveWithLastItem();
7379
0
#endif
7380
7381
        // [Test Engine] Register title bar / tab with MoveId.
7382
#ifdef IMGUI_ENABLE_TEST_ENGINE
7383
        if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))
7384
            IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.ID, g.LastItemData.Rect, &g.LastItemData);
7385
#endif
7386
0
    }
7387
0
    else
7388
0
    {
7389
        // Append
7390
0
        SetCurrentViewport(window, window->Viewport);
7391
0
        SetCurrentWindow(window);
7392
0
    }
7393
7394
0
    if (!(flags & ImGuiWindowFlags_DockNodeHost))
7395
0
        PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true);
7396
7397
    // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused)
7398
0
    window->WriteAccessed = false;
7399
0
    window->BeginCount++;
7400
0
    g.NextWindowData.ClearFlags();
7401
7402
    // Update visibility
7403
0
    if (first_begin_of_the_frame)
7404
0
    {
7405
        // When we are about to select this tab (which will only be visible on the _next frame_), flag it with a non-zero HiddenFramesCannotSkipItems.
7406
        // This will have the important effect of actually returning true in Begin() and not setting SkipItems, allowing an earlier submission of the window contents.
7407
        // This is analogous to regular windows being hidden from one frame.
7408
        // It is especially important as e.g. nested TabBars would otherwise generate flicker in the form of one empty frame, or focus requests won't be processed.
7409
0
        if (window->DockIsActive && !window->DockTabIsVisible)
7410
0
        {
7411
0
            if (window->LastFrameJustFocused == g.FrameCount)
7412
0
                window->HiddenFramesCannotSkipItems = 1;
7413
0
            else
7414
0
                window->HiddenFramesCanSkipItems = 1;
7415
0
        }
7416
7417
0
        if (flags & ImGuiWindowFlags_ChildWindow)
7418
0
        {
7419
            // Child window can be out of sight and have "negative" clip windows.
7420
            // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar).
7421
0
            IM_ASSERT((flags& ImGuiWindowFlags_NoTitleBar) != 0 || (window->DockIsActive));
7422
0
            if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) // FIXME: Doesn't make sense for ChildWindow??
7423
0
            {
7424
0
                const bool nav_request = (flags & ImGuiWindowFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
7425
0
                if (!g.LogEnabled && !nav_request)
7426
0
                    if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)
7427
0
                        window->HiddenFramesCanSkipItems = 1;
7428
0
            }
7429
7430
            // Hide along with parent or if parent is collapsed
7431
0
            if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0))
7432
0
                window->HiddenFramesCanSkipItems = 1;
7433
0
            if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0))
7434
0
                window->HiddenFramesCannotSkipItems = 1;
7435
0
        }
7436
7437
        // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point)
7438
0
        if (style.Alpha <= 0.0f)
7439
0
            window->HiddenFramesCanSkipItems = 1;
7440
7441
        // Update the Hidden flag
7442
0
        bool hidden_regular = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0);
7443
0
        window->Hidden = hidden_regular || (window->HiddenFramesForRenderOnly > 0);
7444
7445
        // Disable inputs for requested number of frames
7446
0
        if (window->DisableInputsFrames > 0)
7447
0
        {
7448
0
            window->DisableInputsFrames--;
7449
0
            window->Flags |= ImGuiWindowFlags_NoInputs;
7450
0
        }
7451
7452
        // Update the SkipItems flag, used to early out of all items functions (no layout required)
7453
0
        bool skip_items = false;
7454
0
        if (window->Collapsed || !window->Active || hidden_regular)
7455
0
            if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0)
7456
0
                skip_items = true;
7457
0
        window->SkipItems = skip_items;
7458
7459
        // Restore NavLayersActiveMaskNext to previous value when not visible, so a CTRL+Tab back can use a safe value.
7460
0
        if (window->SkipItems)
7461
0
            window->DC.NavLayersActiveMaskNext = window->DC.NavLayersActiveMask;
7462
7463
        // Sanity check: there are two spots which can set Appearing = true
7464
        // - when 'window_just_activated_by_user' is set -> HiddenFramesCannotSkipItems is set -> SkipItems always false
7465
        // - in BeginDocked() path when DockNodeIsVisible == DockTabIsVisible == true -> hidden _should_ be all zero // FIXME: Not formally proven, hence the assert.
7466
0
        if (window->SkipItems && !window->Appearing)
7467
0
            IM_ASSERT(window->Appearing == false); // Please report on GitHub if this triggers: https://github.com/ocornut/imgui/issues/4177
7468
0
    }
7469
7470
    // [DEBUG] io.ConfigDebugBeginReturnValue override return value to test Begin/End and BeginChild/EndChild behaviors.
7471
    // (The implicit fallback window is NOT automatically ended allowing it to always be able to receive commands without crashing)
7472
0
    if (!window->IsFallbackWindow && ((g.IO.ConfigDebugBeginReturnValueOnce && window_just_created) || (g.IO.ConfigDebugBeginReturnValueLoop && g.DebugBeginReturnValueCullDepth == g.CurrentWindowStack.Size)))
7473
0
    {
7474
0
        if (window->AutoFitFramesX > 0) { window->AutoFitFramesX++; }
7475
0
        if (window->AutoFitFramesY > 0) { window->AutoFitFramesY++; }
7476
0
        return false;
7477
0
    }
7478
7479
0
    return !window->SkipItems;
7480
0
}
7481
7482
void ImGui::End()
7483
0
{
7484
0
    ImGuiContext& g = *GImGui;
7485
0
    ImGuiWindow* window = g.CurrentWindow;
7486
7487
    // Error checking: verify that user hasn't called End() too many times!
7488
0
    if (g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow)
7489
0
    {
7490
0
        IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, "Calling End() too many times!");
7491
0
        return;
7492
0
    }
7493
0
    IM_ASSERT(g.CurrentWindowStack.Size > 0);
7494
7495
    // Error checking: verify that user doesn't directly call End() on a child window.
7496
0
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->DockIsActive)
7497
0
        IM_ASSERT_USER_ERROR(g.WithinEndChild, "Must call EndChild() and not End()!");
7498
7499
    // Close anything that is open
7500
0
    if (window->DC.CurrentColumns)
7501
0
        EndColumns();
7502
0
    if (!(window->Flags & ImGuiWindowFlags_DockNodeHost))   // Pop inner window clip rectangle
7503
0
        PopClipRect();
7504
0
    PopFocusScope();
7505
7506
    // Stop logging
7507
0
    if (!(window->Flags & ImGuiWindowFlags_ChildWindow))    // FIXME: add more options for scope of logging
7508
0
        LogFinish();
7509
7510
0
    if (window->DC.IsSetPos)
7511
0
        ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
7512
7513
    // Docking: report contents sizes to parent to allow for auto-resize
7514
0
    if (window->DockNode && window->DockTabIsVisible)
7515
0
        if (ImGuiWindow* host_window = window->DockNode->HostWindow)         // FIXME-DOCK
7516
0
            host_window->DC.CursorMaxPos = window->DC.CursorMaxPos + window->WindowPadding - host_window->WindowPadding;
7517
7518
    // Pop from window stack
7519
0
    g.LastItemData = g.CurrentWindowStack.back().ParentLastItemDataBackup;
7520
0
    if (window->Flags & ImGuiWindowFlags_ChildMenu)
7521
0
        g.BeginMenuCount--;
7522
0
    if (window->Flags & ImGuiWindowFlags_Popup)
7523
0
        g.BeginPopupStack.pop_back();
7524
0
    g.CurrentWindowStack.back().StackSizesOnBegin.CompareWithContextState(&g);
7525
0
    g.CurrentWindowStack.pop_back();
7526
0
    SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window);
7527
0
    if (g.CurrentWindow)
7528
0
        SetCurrentViewport(g.CurrentWindow, g.CurrentWindow->Viewport);
7529
0
}
7530
7531
void ImGui::BringWindowToFocusFront(ImGuiWindow* window)
7532
0
{
7533
0
    ImGuiContext& g = *GImGui;
7534
0
    IM_ASSERT(window == window->RootWindow);
7535
7536
0
    const int cur_order = window->FocusOrder;
7537
0
    IM_ASSERT(g.WindowsFocusOrder[cur_order] == window);
7538
0
    if (g.WindowsFocusOrder.back() == window)
7539
0
        return;
7540
7541
0
    const int new_order = g.WindowsFocusOrder.Size - 1;
7542
0
    for (int n = cur_order; n < new_order; n++)
7543
0
    {
7544
0
        g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1];
7545
0
        g.WindowsFocusOrder[n]->FocusOrder--;
7546
0
        IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n);
7547
0
    }
7548
0
    g.WindowsFocusOrder[new_order] = window;
7549
0
    window->FocusOrder = (short)new_order;
7550
0
}
7551
7552
void ImGui::BringWindowToDisplayFront(ImGuiWindow* window)
7553
0
{
7554
0
    ImGuiContext& g = *GImGui;
7555
0
    ImGuiWindow* current_front_window = g.Windows.back();
7556
0
    if (current_front_window == window || current_front_window->RootWindowDockTree == window) // Cheap early out (could be better)
7557
0
        return;
7558
0
    for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window
7559
0
        if (g.Windows[i] == window)
7560
0
        {
7561
0
            memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*));
7562
0
            g.Windows[g.Windows.Size - 1] = window;
7563
0
            break;
7564
0
        }
7565
0
}
7566
7567
void ImGui::BringWindowToDisplayBack(ImGuiWindow* window)
7568
0
{
7569
0
    ImGuiContext& g = *GImGui;
7570
0
    if (g.Windows[0] == window)
7571
0
        return;
7572
0
    for (int i = 0; i < g.Windows.Size; i++)
7573
0
        if (g.Windows[i] == window)
7574
0
        {
7575
0
            memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*));
7576
0
            g.Windows[0] = window;
7577
0
            break;
7578
0
        }
7579
0
}
7580
7581
void ImGui::BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* behind_window)
7582
0
{
7583
0
    IM_ASSERT(window != NULL && behind_window != NULL);
7584
0
    ImGuiContext& g = *GImGui;
7585
0
    window = window->RootWindow;
7586
0
    behind_window = behind_window->RootWindow;
7587
0
    int pos_wnd = FindWindowDisplayIndex(window);
7588
0
    int pos_beh = FindWindowDisplayIndex(behind_window);
7589
0
    if (pos_wnd < pos_beh)
7590
0
    {
7591
0
        size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*);
7592
0
        memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes);
7593
0
        g.Windows[pos_beh - 1] = window;
7594
0
    }
7595
0
    else
7596
0
    {
7597
0
        size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*);
7598
0
        memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes);
7599
0
        g.Windows[pos_beh] = window;
7600
0
    }
7601
0
}
7602
7603
int ImGui::FindWindowDisplayIndex(ImGuiWindow* window)
7604
0
{
7605
0
    ImGuiContext& g = *GImGui;
7606
0
    return g.Windows.index_from_ptr(g.Windows.find(window));
7607
0
}
7608
7609
// Moving window to front of display and set focus (which happens to be back of our sorted list)
7610
void ImGui::FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags)
7611
0
{
7612
0
    ImGuiContext& g = *GImGui;
7613
7614
    // Modal check?
7615
0
    if ((flags & ImGuiFocusRequestFlags_UnlessBelowModal) && (g.NavWindow != window)) // Early out in common case.
7616
0
        if (ImGuiWindow* blocking_modal = FindBlockingModal(window))
7617
0
        {
7618
0
            IMGUI_DEBUG_LOG_FOCUS("[focus] FocusWindow(\"%s\", UnlessBelowModal): prevented by \"%s\".\n", window ? window->Name : "<NULL>", blocking_modal->Name);
7619
0
            if (window && window == window->RootWindow && (window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
7620
0
                BringWindowToDisplayBehind(window, blocking_modal); // Still bring to right below modal.
7621
0
            return;
7622
0
        }
7623
7624
    // Find last focused child (if any) and focus it instead.
7625
0
    if ((flags & ImGuiFocusRequestFlags_RestoreFocusedChild) && window != NULL)
7626
0
        window = NavRestoreLastChildNavWindow(window);
7627
7628
    // Apply focus
7629
0
    if (g.NavWindow != window)
7630
0
    {
7631
0
        SetNavWindow(window);
7632
0
        if (window && g.NavDisableMouseHover)
7633
0
            g.NavMousePosDirty = true;
7634
0
        g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
7635
0
        g.NavLayer = ImGuiNavLayer_Main;
7636
0
        g.NavFocusScopeId = window ? window->NavRootFocusScopeId : 0;
7637
0
        g.NavIdIsAlive = false;
7638
0
        g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
7639
7640
        // Close popups if any
7641
0
        ClosePopupsOverWindow(window, false);
7642
0
    }
7643
7644
    // Move the root window to the top of the pile
7645
0
    IM_ASSERT(window == NULL || window->RootWindowDockTree != NULL);
7646
0
    ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL;
7647
0
    ImGuiWindow* display_front_window = window ? window->RootWindowDockTree : NULL;
7648
0
    ImGuiDockNode* dock_node = window ? window->DockNode : NULL;
7649
0
    bool active_id_window_is_dock_node_host = (g.ActiveIdWindow && dock_node && dock_node->HostWindow == g.ActiveIdWindow);
7650
7651
    // Steal active widgets. Some of the cases it triggers includes:
7652
    // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run.
7653
    // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId)
7654
    // - Using dock host items (tab, collapse button) can trigger this before we redirect the ActiveIdWindow toward the child window.
7655
0
    if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window)
7656
0
        if (!g.ActiveIdNoClearOnFocusLoss && !active_id_window_is_dock_node_host)
7657
0
            ClearActiveID();
7658
7659
    // Passing NULL allow to disable keyboard focus
7660
0
    if (!window)
7661
0
        return;
7662
0
    window->LastFrameJustFocused = g.FrameCount;
7663
7664
    // Select in dock node
7665
    // For #2304 we avoid applying focus immediately before the tabbar is visible.
7666
    //if (dock_node && dock_node->TabBar)
7667
    //    dock_node->TabBar->SelectedTabId = dock_node->TabBar->NextSelectedTabId = window->TabId;
7668
7669
    // Bring to front
7670
0
    BringWindowToFocusFront(focus_front_window);
7671
0
    if (((window->Flags | focus_front_window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
7672
0
        BringWindowToDisplayFront(display_front_window);
7673
0
}
7674
7675
void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags)
7676
0
{
7677
0
    ImGuiContext& g = *GImGui;
7678
0
    int start_idx = g.WindowsFocusOrder.Size - 1;
7679
0
    if (under_this_window != NULL)
7680
0
    {
7681
        // Aim at root window behind us, if we are in a child window that's our own root (see #4640)
7682
0
        int offset = -1;
7683
0
        while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow)
7684
0
        {
7685
0
            under_this_window = under_this_window->ParentWindow;
7686
0
            offset = 0;
7687
0
        }
7688
0
        start_idx = FindWindowFocusIndex(under_this_window) + offset;
7689
0
    }
7690
0
    for (int i = start_idx; i >= 0; i--)
7691
0
    {
7692
        // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user.
7693
0
        ImGuiWindow* window = g.WindowsFocusOrder[i];
7694
0
        if (window == ignore_window || !window->WasActive)
7695
0
            continue;
7696
0
        if (filter_viewport != NULL && window->Viewport != filter_viewport)
7697
0
            continue;
7698
0
        if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))
7699
0
        {
7700
            // FIXME-DOCK: When ImGuiFocusRequestFlags_RestoreFocusedChild is set...
7701
            // This is failing (lagging by one frame) for docked windows.
7702
            // If A and B are docked into window and B disappear, at the NewFrame() call site window->NavLastChildNavWindow will still point to B.
7703
            // We might leverage the tab order implicitly stored in window->DockNodeAsHost->TabBar (essentially the 'most_recently_selected_tab' code in tab bar will do that but on next update)
7704
            // to tell which is the "previous" window. Or we may leverage 'LastFrameFocused/LastFrameJustFocused' and have this function handle child window itself?
7705
0
            FocusWindow(window, flags);
7706
0
            return;
7707
0
        }
7708
0
    }
7709
0
    FocusWindow(NULL, flags);
7710
0
}
7711
7712
// Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only.
7713
void ImGui::SetCurrentFont(ImFont* font)
7714
0
{
7715
0
    ImGuiContext& g = *GImGui;
7716
0
    IM_ASSERT(font && font->IsLoaded());    // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?
7717
0
    IM_ASSERT(font->Scale > 0.0f);
7718
0
    g.Font = font;
7719
0
    g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale);
7720
0
    g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f;
7721
7722
0
    ImFontAtlas* atlas = g.Font->ContainerAtlas;
7723
0
    g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel;
7724
0
    g.DrawListSharedData.TexUvLines = atlas->TexUvLines;
7725
0
    g.DrawListSharedData.Font = g.Font;
7726
0
    g.DrawListSharedData.FontSize = g.FontSize;
7727
0
}
7728
7729
void ImGui::PushFont(ImFont* font)
7730
0
{
7731
0
    ImGuiContext& g = *GImGui;
7732
0
    if (!font)
7733
0
        font = GetDefaultFont();
7734
0
    SetCurrentFont(font);
7735
0
    g.FontStack.push_back(font);
7736
0
    g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID);
7737
0
}
7738
7739
void  ImGui::PopFont()
7740
0
{
7741
0
    ImGuiContext& g = *GImGui;
7742
0
    g.CurrentWindow->DrawList->PopTextureID();
7743
0
    g.FontStack.pop_back();
7744
0
    SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back());
7745
0
}
7746
7747
void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled)
7748
0
{
7749
0
    ImGuiContext& g = *GImGui;
7750
0
    ImGuiItemFlags item_flags = g.CurrentItemFlags;
7751
0
    IM_ASSERT(item_flags == g.ItemFlagsStack.back());
7752
0
    if (enabled)
7753
0
        item_flags |= option;
7754
0
    else
7755
0
        item_flags &= ~option;
7756
0
    g.CurrentItemFlags = item_flags;
7757
0
    g.ItemFlagsStack.push_back(item_flags);
7758
0
}
7759
7760
void ImGui::PopItemFlag()
7761
0
{
7762
0
    ImGuiContext& g = *GImGui;
7763
0
    IM_ASSERT(g.ItemFlagsStack.Size > 1); // Too many calls to PopItemFlag() - we always leave a 0 at the bottom of the stack.
7764
0
    g.ItemFlagsStack.pop_back();
7765
0
    g.CurrentItemFlags = g.ItemFlagsStack.back();
7766
0
}
7767
7768
// BeginDisabled()/EndDisabled()
7769
// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)
7770
// - Visually this is currently altering alpha, but it is expected that in a future styling system this would work differently.
7771
// - Feedback welcome at https://github.com/ocornut/imgui/issues/211
7772
// - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it.
7773
// - Optimized shortcuts instead of PushStyleVar() + PushItemFlag()
7774
void ImGui::BeginDisabled(bool disabled)
7775
0
{
7776
0
    ImGuiContext& g = *GImGui;
7777
0
    bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
7778
0
    if (!was_disabled && disabled)
7779
0
    {
7780
0
        g.DisabledAlphaBackup = g.Style.Alpha;
7781
0
        g.Style.Alpha *= g.Style.DisabledAlpha; // PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * g.Style.DisabledAlpha);
7782
0
    }
7783
0
    if (was_disabled || disabled)
7784
0
        g.CurrentItemFlags |= ImGuiItemFlags_Disabled;
7785
0
    g.ItemFlagsStack.push_back(g.CurrentItemFlags);
7786
0
    g.DisabledStackSize++;
7787
0
}
7788
7789
void ImGui::EndDisabled()
7790
0
{
7791
0
    ImGuiContext& g = *GImGui;
7792
0
    IM_ASSERT(g.DisabledStackSize > 0);
7793
0
    g.DisabledStackSize--;
7794
0
    bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
7795
    //PopItemFlag();
7796
0
    g.ItemFlagsStack.pop_back();
7797
0
    g.CurrentItemFlags = g.ItemFlagsStack.back();
7798
0
    if (was_disabled && (g.CurrentItemFlags & ImGuiItemFlags_Disabled) == 0)
7799
0
        g.Style.Alpha = g.DisabledAlphaBackup; //PopStyleVar();
7800
0
}
7801
7802
void ImGui::PushTabStop(bool tab_stop)
7803
0
{
7804
0
    PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop);
7805
0
}
7806
7807
void ImGui::PopTabStop()
7808
0
{
7809
0
    PopItemFlag();
7810
0
}
7811
7812
void ImGui::PushButtonRepeat(bool repeat)
7813
0
{
7814
0
    PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat);
7815
0
}
7816
7817
void ImGui::PopButtonRepeat()
7818
0
{
7819
0
    PopItemFlag();
7820
0
}
7821
7822
void ImGui::PushTextWrapPos(float wrap_pos_x)
7823
0
{
7824
0
    ImGuiWindow* window = GetCurrentWindow();
7825
0
    window->DC.TextWrapPosStack.push_back(window->DC.TextWrapPos);
7826
0
    window->DC.TextWrapPos = wrap_pos_x;
7827
0
}
7828
7829
void ImGui::PopTextWrapPos()
7830
0
{
7831
0
    ImGuiWindow* window = GetCurrentWindow();
7832
0
    window->DC.TextWrapPos = window->DC.TextWrapPosStack.back();
7833
0
    window->DC.TextWrapPosStack.pop_back();
7834
0
}
7835
7836
static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy, bool dock_hierarchy)
7837
0
{
7838
0
    ImGuiWindow* last_window = NULL;
7839
0
    while (last_window != window)
7840
0
    {
7841
0
        last_window = window;
7842
0
        window = window->RootWindow;
7843
0
        if (popup_hierarchy)
7844
0
            window = window->RootWindowPopupTree;
7845
0
    if (dock_hierarchy)
7846
0
      window = window->RootWindowDockTree;
7847
0
  }
7848
0
    return window;
7849
0
}
7850
7851
bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy)
7852
0
{
7853
0
    ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy, dock_hierarchy);
7854
0
    if (window_root == potential_parent)
7855
0
        return true;
7856
0
    while (window != NULL)
7857
0
    {
7858
0
        if (window == potential_parent)
7859
0
            return true;
7860
0
        if (window == window_root) // end of chain
7861
0
            return false;
7862
0
        window = window->ParentWindow;
7863
0
    }
7864
0
    return false;
7865
0
}
7866
7867
bool ImGui::IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent)
7868
0
{
7869
0
    if (window->RootWindow == potential_parent)
7870
0
        return true;
7871
0
    while (window != NULL)
7872
0
    {
7873
0
        if (window == potential_parent)
7874
0
            return true;
7875
0
        window = window->ParentWindowInBeginStack;
7876
0
    }
7877
0
    return false;
7878
0
}
7879
7880
bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below)
7881
0
{
7882
0
    ImGuiContext& g = *GImGui;
7883
7884
    // It would be saner to ensure that display layer is always reflected in the g.Windows[] order, which would likely requires altering all manipulations of that array
7885
0
    const int display_layer_delta = GetWindowDisplayLayer(potential_above) - GetWindowDisplayLayer(potential_below);
7886
0
    if (display_layer_delta != 0)
7887
0
        return display_layer_delta > 0;
7888
7889
0
    for (int i = g.Windows.Size - 1; i >= 0; i--)
7890
0
    {
7891
0
        ImGuiWindow* candidate_window = g.Windows[i];
7892
0
        if (candidate_window == potential_above)
7893
0
            return true;
7894
0
        if (candidate_window == potential_below)
7895
0
            return false;
7896
0
    }
7897
0
    return false;
7898
0
}
7899
7900
bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags)
7901
0
{
7902
0
    IM_ASSERT((flags & ~ImGuiHoveredFlags_AllowedMaskForIsWindowHovered) == 0 && "Invalid flags for IsWindowHovered()!");
7903
7904
0
    ImGuiContext& g = *GImGui;
7905
0
    ImGuiWindow* ref_window = g.HoveredWindow;
7906
0
    ImGuiWindow* cur_window = g.CurrentWindow;
7907
0
    if (ref_window == NULL)
7908
0
        return false;
7909
7910
0
    if ((flags & ImGuiHoveredFlags_AnyWindow) == 0)
7911
0
    {
7912
0
        IM_ASSERT(cur_window); // Not inside a Begin()/End()
7913
0
        const bool popup_hierarchy = (flags & ImGuiHoveredFlags_NoPopupHierarchy) == 0;
7914
0
        const bool dock_hierarchy = (flags & ImGuiHoveredFlags_DockHierarchy) != 0;
7915
0
        if (flags & ImGuiHoveredFlags_RootWindow)
7916
0
            cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy);
7917
7918
0
        bool result;
7919
0
        if (flags & ImGuiHoveredFlags_ChildWindows)
7920
0
            result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy);
7921
0
        else
7922
0
            result = (ref_window == cur_window);
7923
0
        if (!result)
7924
0
            return false;
7925
0
    }
7926
7927
0
    if (!IsWindowContentHoverable(ref_window, flags))
7928
0
        return false;
7929
0
    if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
7930
0
        if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != ref_window->MoveId)
7931
0
            return false;
7932
7933
    // When changing hovered window we requires a bit of stationary delay before activating hover timer.
7934
    // FIXME: We don't support delay other than stationary one for now, other delay would need a way
7935
    // to fullfill the possibility that multiple IsWindowHovered() with varying flag could return true
7936
    // for different windows of the hierarchy. Possibly need a Hash(Current+Flags) ==> (Timer) cache.
7937
    // We can implement this for _Stationary because the data is linked to HoveredWindow rather than CurrentWindow.
7938
0
    if (flags & ImGuiHoveredFlags_ForTooltip)
7939
0
        flags |= g.Style.HoverFlagsForTooltipMouse;
7940
0
    if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverWindowUnlockedStationaryId != ref_window->ID)
7941
0
        return false;
7942
7943
0
    return true;
7944
0
}
7945
7946
bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)
7947
0
{
7948
0
    ImGuiContext& g = *GImGui;
7949
0
    ImGuiWindow* ref_window = g.NavWindow;
7950
0
    ImGuiWindow* cur_window = g.CurrentWindow;
7951
7952
0
    if (ref_window == NULL)
7953
0
        return false;
7954
0
    if (flags & ImGuiFocusedFlags_AnyWindow)
7955
0
        return true;
7956
7957
0
    IM_ASSERT(cur_window); // Not inside a Begin()/End()
7958
0
    const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0;
7959
0
    const bool dock_hierarchy = (flags & ImGuiFocusedFlags_DockHierarchy) != 0;
7960
0
    if (flags & ImGuiHoveredFlags_RootWindow)
7961
0
        cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy);
7962
7963
0
    if (flags & ImGuiHoveredFlags_ChildWindows)
7964
0
        return IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy);
7965
0
    else
7966
0
        return (ref_window == cur_window);
7967
0
}
7968
7969
ImGuiID ImGui::GetWindowDockID()
7970
0
{
7971
0
    ImGuiContext& g = *GImGui;
7972
0
    return g.CurrentWindow->DockId;
7973
0
}
7974
7975
bool ImGui::IsWindowDocked()
7976
0
{
7977
0
    ImGuiContext& g = *GImGui;
7978
0
    return g.CurrentWindow->DockIsActive;
7979
0
}
7980
7981
// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext)
7982
// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically.
7983
// If you want a window to never be focused, you may use the e.g. NoInputs flag.
7984
bool ImGui::IsWindowNavFocusable(ImGuiWindow* window)
7985
0
{
7986
0
    return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus);
7987
0
}
7988
7989
float ImGui::GetWindowWidth()
7990
0
{
7991
0
    ImGuiWindow* window = GImGui->CurrentWindow;
7992
0
    return window->Size.x;
7993
0
}
7994
7995
float ImGui::GetWindowHeight()
7996
0
{
7997
0
    ImGuiWindow* window = GImGui->CurrentWindow;
7998
0
    return window->Size.y;
7999
0
}
8000
8001
ImVec2 ImGui::GetWindowPos()
8002
0
{
8003
0
    ImGuiContext& g = *GImGui;
8004
0
    ImGuiWindow* window = g.CurrentWindow;
8005
0
    return window->Pos;
8006
0
}
8007
8008
void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond)
8009
0
{
8010
    // Test condition (NB: bit 0 is always true) and clear flags for next time
8011
0
    if (cond && (window->SetWindowPosAllowFlags & cond) == 0)
8012
0
        return;
8013
8014
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8015
0
    window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
8016
0
    window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX);
8017
8018
    // Set
8019
0
    const ImVec2 old_pos = window->Pos;
8020
0
    window->Pos = ImTrunc(pos);
8021
0
    ImVec2 offset = window->Pos - old_pos;
8022
0
    if (offset.x == 0.0f && offset.y == 0.0f)
8023
0
        return;
8024
0
    MarkIniSettingsDirty(window);
8025
    // FIXME: share code with TranslateWindow(), need to confirm whether the 3 rect modified by TranslateWindow() are desirable here.
8026
0
    window->DC.CursorPos += offset;         // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor
8027
0
    window->DC.CursorMaxPos += offset;      // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected.
8028
0
    window->DC.IdealMaxPos += offset;
8029
0
    window->DC.CursorStartPos += offset;
8030
0
}
8031
8032
void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond)
8033
0
{
8034
0
    ImGuiWindow* window = GetCurrentWindowRead();
8035
0
    SetWindowPos(window, pos, cond);
8036
0
}
8037
8038
void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond)
8039
0
{
8040
0
    if (ImGuiWindow* window = FindWindowByName(name))
8041
0
        SetWindowPos(window, pos, cond);
8042
0
}
8043
8044
ImVec2 ImGui::GetWindowSize()
8045
0
{
8046
0
    ImGuiWindow* window = GetCurrentWindowRead();
8047
0
    return window->Size;
8048
0
}
8049
8050
void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond)
8051
0
{
8052
    // Test condition (NB: bit 0 is always true) and clear flags for next time
8053
0
    if (cond && (window->SetWindowSizeAllowFlags & cond) == 0)
8054
0
        return;
8055
8056
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8057
0
    window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
8058
8059
    // Set
8060
0
    ImVec2 old_size = window->SizeFull;
8061
0
    window->AutoFitFramesX = (size.x <= 0.0f) ? 2 : 0;
8062
0
    window->AutoFitFramesY = (size.y <= 0.0f) ? 2 : 0;
8063
0
    if (size.x <= 0.0f)
8064
0
        window->AutoFitOnlyGrows = false;
8065
0
    else
8066
0
        window->SizeFull.x = IM_TRUNC(size.x);
8067
0
    if (size.y <= 0.0f)
8068
0
        window->AutoFitOnlyGrows = false;
8069
0
    else
8070
0
        window->SizeFull.y = IM_TRUNC(size.y);
8071
0
    if (old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y)
8072
0
        MarkIniSettingsDirty(window);
8073
0
}
8074
8075
void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond)
8076
0
{
8077
0
    SetWindowSize(GImGui->CurrentWindow, size, cond);
8078
0
}
8079
8080
void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond)
8081
0
{
8082
0
    if (ImGuiWindow* window = FindWindowByName(name))
8083
0
        SetWindowSize(window, size, cond);
8084
0
}
8085
8086
void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond)
8087
0
{
8088
    // Test condition (NB: bit 0 is always true) and clear flags for next time
8089
0
    if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0)
8090
0
        return;
8091
0
    window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
8092
8093
    // Set
8094
0
    window->Collapsed = collapsed;
8095
0
}
8096
8097
void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size)
8098
0
{
8099
0
    IM_ASSERT(window->HitTestHoleSize.x == 0);     // We don't support multiple holes/hit test filters
8100
0
    window->HitTestHoleSize = ImVec2ih(size);
8101
0
    window->HitTestHoleOffset = ImVec2ih(pos - window->Pos);
8102
0
}
8103
8104
void ImGui::SetWindowHiddendAndSkipItemsForCurrentFrame(ImGuiWindow* window)
8105
0
{
8106
0
    window->Hidden = window->SkipItems = true;
8107
0
    window->HiddenFramesCanSkipItems = 1;
8108
0
}
8109
8110
void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond)
8111
0
{
8112
0
    SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond);
8113
0
}
8114
8115
bool ImGui::IsWindowCollapsed()
8116
0
{
8117
0
    ImGuiWindow* window = GetCurrentWindowRead();
8118
0
    return window->Collapsed;
8119
0
}
8120
8121
bool ImGui::IsWindowAppearing()
8122
0
{
8123
0
    ImGuiWindow* window = GetCurrentWindowRead();
8124
0
    return window->Appearing;
8125
0
}
8126
8127
void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond)
8128
0
{
8129
0
    if (ImGuiWindow* window = FindWindowByName(name))
8130
0
        SetWindowCollapsed(window, collapsed, cond);
8131
0
}
8132
8133
void ImGui::SetWindowFocus()
8134
0
{
8135
0
    FocusWindow(GImGui->CurrentWindow);
8136
0
}
8137
8138
void ImGui::SetWindowFocus(const char* name)
8139
0
{
8140
0
    if (name)
8141
0
    {
8142
0
        if (ImGuiWindow* window = FindWindowByName(name))
8143
0
            FocusWindow(window);
8144
0
    }
8145
0
    else
8146
0
    {
8147
0
        FocusWindow(NULL);
8148
0
    }
8149
0
}
8150
8151
void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot)
8152
0
{
8153
0
    ImGuiContext& g = *GImGui;
8154
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8155
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos;
8156
0
    g.NextWindowData.PosVal = pos;
8157
0
    g.NextWindowData.PosPivotVal = pivot;
8158
0
    g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always;
8159
0
    g.NextWindowData.PosUndock = true;
8160
0
}
8161
8162
void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond)
8163
0
{
8164
0
    ImGuiContext& g = *GImGui;
8165
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8166
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize;
8167
0
    g.NextWindowData.SizeVal = size;
8168
0
    g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always;
8169
0
}
8170
8171
void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data)
8172
0
{
8173
0
    ImGuiContext& g = *GImGui;
8174
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint;
8175
0
    g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max);
8176
0
    g.NextWindowData.SizeCallback = custom_callback;
8177
0
    g.NextWindowData.SizeCallbackUserData = custom_callback_user_data;
8178
0
}
8179
8180
// Content size = inner scrollable rectangle, padded with WindowPadding.
8181
// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item.
8182
void ImGui::SetNextWindowContentSize(const ImVec2& size)
8183
0
{
8184
0
    ImGuiContext& g = *GImGui;
8185
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize;
8186
0
    g.NextWindowData.ContentSizeVal = ImTrunc(size);
8187
0
}
8188
8189
void ImGui::SetNextWindowScroll(const ImVec2& scroll)
8190
0
{
8191
0
    ImGuiContext& g = *GImGui;
8192
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasScroll;
8193
0
    g.NextWindowData.ScrollVal = scroll;
8194
0
}
8195
8196
void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond)
8197
0
{
8198
0
    ImGuiContext& g = *GImGui;
8199
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8200
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed;
8201
0
    g.NextWindowData.CollapsedVal = collapsed;
8202
0
    g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always;
8203
0
}
8204
8205
void ImGui::SetNextWindowFocus()
8206
0
{
8207
0
    ImGuiContext& g = *GImGui;
8208
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus;
8209
0
}
8210
8211
void ImGui::SetNextWindowBgAlpha(float alpha)
8212
0
{
8213
0
    ImGuiContext& g = *GImGui;
8214
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha;
8215
0
    g.NextWindowData.BgAlphaVal = alpha;
8216
0
}
8217
8218
void ImGui::SetNextWindowViewport(ImGuiID id)
8219
0
{
8220
0
    ImGuiContext& g = *GImGui;
8221
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasViewport;
8222
0
    g.NextWindowData.ViewportId = id;
8223
0
}
8224
8225
void ImGui::SetNextWindowDockID(ImGuiID id, ImGuiCond cond)
8226
0
{
8227
0
    ImGuiContext& g = *GImGui;
8228
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasDock;
8229
0
    g.NextWindowData.DockCond = cond ? cond : ImGuiCond_Always;
8230
0
    g.NextWindowData.DockId = id;
8231
0
}
8232
8233
void ImGui::SetNextWindowClass(const ImGuiWindowClass* window_class)
8234
0
{
8235
0
    ImGuiContext& g = *GImGui;
8236
0
    IM_ASSERT((window_class->ViewportFlagsOverrideSet & window_class->ViewportFlagsOverrideClear) == 0); // Cannot set both set and clear for the same bit
8237
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasWindowClass;
8238
0
    g.NextWindowData.WindowClass = *window_class;
8239
0
}
8240
8241
ImDrawList* ImGui::GetWindowDrawList()
8242
0
{
8243
0
    ImGuiWindow* window = GetCurrentWindow();
8244
0
    return window->DrawList;
8245
0
}
8246
8247
float ImGui::GetWindowDpiScale()
8248
0
{
8249
0
    ImGuiContext& g = *GImGui;
8250
0
    return g.CurrentDpiScale;
8251
0
}
8252
8253
ImGuiViewport* ImGui::GetWindowViewport()
8254
0
{
8255
0
    ImGuiContext& g = *GImGui;
8256
0
    IM_ASSERT(g.CurrentViewport != NULL && g.CurrentViewport == g.CurrentWindow->Viewport);
8257
0
    return g.CurrentViewport;
8258
0
}
8259
8260
ImFont* ImGui::GetFont()
8261
0
{
8262
0
    return GImGui->Font;
8263
0
}
8264
8265
float ImGui::GetFontSize()
8266
0
{
8267
0
    return GImGui->FontSize;
8268
0
}
8269
8270
ImVec2 ImGui::GetFontTexUvWhitePixel()
8271
0
{
8272
0
    return GImGui->DrawListSharedData.TexUvWhitePixel;
8273
0
}
8274
8275
void ImGui::SetWindowFontScale(float scale)
8276
0
{
8277
0
    IM_ASSERT(scale > 0.0f);
8278
0
    ImGuiContext& g = *GImGui;
8279
0
    ImGuiWindow* window = GetCurrentWindow();
8280
0
    window->FontWindowScale = scale;
8281
0
    g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
8282
0
}
8283
8284
void ImGui::PushFocusScope(ImGuiID id)
8285
0
{
8286
0
    ImGuiContext& g = *GImGui;
8287
0
    g.FocusScopeStack.push_back(id);
8288
0
    g.CurrentFocusScopeId = id;
8289
0
}
8290
8291
void ImGui::PopFocusScope()
8292
0
{
8293
0
    ImGuiContext& g = *GImGui;
8294
0
    IM_ASSERT(g.FocusScopeStack.Size > 0); // Too many PopFocusScope() ?
8295
0
    g.FocusScopeStack.pop_back();
8296
0
    g.CurrentFocusScopeId = g.FocusScopeStack.Size ? g.FocusScopeStack.back() : 0;
8297
0
}
8298
8299
// Focus = move navigation cursor, set scrolling, set focus window.
8300
void ImGui::FocusItem()
8301
0
{
8302
0
    ImGuiContext& g = *GImGui;
8303
0
    ImGuiWindow* window = g.CurrentWindow;
8304
0
    IMGUI_DEBUG_LOG_FOCUS("FocusItem(0x%08x) in window \"%s\"\n", g.LastItemData.ID, window->Name);
8305
0
    if (g.DragDropActive || g.MovingWindow != NULL) // FIXME: Opt-in flags for this?
8306
0
    {
8307
0
        IMGUI_DEBUG_LOG_FOCUS("FocusItem() ignored while DragDropActive!\n");
8308
0
        return;
8309
0
    }
8310
8311
0
    ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavHighlight | ImGuiNavMoveFlags_NoSelect;
8312
0
    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
8313
0
    SetNavWindow(window);
8314
0
    NavMoveRequestSubmit(ImGuiDir_None, ImGuiDir_Up, move_flags, scroll_flags);
8315
0
    NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal);
8316
0
}
8317
8318
void ImGui::ActivateItemByID(ImGuiID id)
8319
0
{
8320
0
    ImGuiContext& g = *GImGui;
8321
0
    g.NavNextActivateId = id;
8322
0
    g.NavNextActivateFlags = ImGuiActivateFlags_None;
8323
0
}
8324
8325
// Note: this will likely be called ActivateItem() once we rework our Focus/Activation system!
8326
// But ActivateItem() should function without altering scroll/focus?
8327
void ImGui::SetKeyboardFocusHere(int offset)
8328
0
{
8329
0
    ImGuiContext& g = *GImGui;
8330
0
    ImGuiWindow* window = g.CurrentWindow;
8331
0
    IM_ASSERT(offset >= -1);    // -1 is allowed but not below
8332
0
    IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere(%d) in window \"%s\"\n", offset, window->Name);
8333
8334
    // It makes sense in the vast majority of cases to never interrupt a drag and drop.
8335
    // When we refactor this function into ActivateItem() we may want to make this an option.
8336
    // MovingWindow is protected from most user inputs using SetActiveIdUsingNavAndKeys(), but
8337
    // is also automatically dropped in the event g.ActiveId is stolen.
8338
0
    if (g.DragDropActive || g.MovingWindow != NULL)
8339
0
    {
8340
0
        IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere() ignored while DragDropActive!\n");
8341
0
        return;
8342
0
    }
8343
8344
0
    SetNavWindow(window);
8345
8346
0
    ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavHighlight;
8347
0
    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
8348
0
    NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
8349
0
    if (offset == -1)
8350
0
    {
8351
0
        NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal);
8352
0
    }
8353
0
    else
8354
0
    {
8355
0
        g.NavTabbingDir = 1;
8356
0
        g.NavTabbingCounter = offset + 1;
8357
0
    }
8358
0
}
8359
8360
void ImGui::SetItemDefaultFocus()
8361
0
{
8362
0
    ImGuiContext& g = *GImGui;
8363
0
    ImGuiWindow* window = g.CurrentWindow;
8364
0
    if (!window->Appearing)
8365
0
        return;
8366
0
    if (g.NavWindow != window->RootWindowForNav || (!g.NavInitRequest && g.NavInitResult.ID == 0) || g.NavLayer != window->DC.NavLayerCurrent)
8367
0
        return;
8368
8369
0
    g.NavInitRequest = false;
8370
0
    NavApplyItemToResult(&g.NavInitResult);
8371
0
    NavUpdateAnyRequestFlag();
8372
8373
    // Scroll could be done in NavInitRequestApplyResult() via an opt-in flag (we however don't want regular init requests to scroll)
8374
0
    if (!window->ClipRect.Contains(g.LastItemData.Rect))
8375
0
        ScrollToRectEx(window, g.LastItemData.Rect, ImGuiScrollFlags_None);
8376
0
}
8377
8378
void ImGui::SetStateStorage(ImGuiStorage* tree)
8379
0
{
8380
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8381
0
    window->DC.StateStorage = tree ? tree : &window->StateStorage;
8382
0
}
8383
8384
ImGuiStorage* ImGui::GetStateStorage()
8385
0
{
8386
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8387
0
    return window->DC.StateStorage;
8388
0
}
8389
8390
void ImGui::PushID(const char* str_id)
8391
0
{
8392
0
    ImGuiContext& g = *GImGui;
8393
0
    ImGuiWindow* window = g.CurrentWindow;
8394
0
    ImGuiID id = window->GetID(str_id);
8395
0
    window->IDStack.push_back(id);
8396
0
}
8397
8398
void ImGui::PushID(const char* str_id_begin, const char* str_id_end)
8399
0
{
8400
0
    ImGuiContext& g = *GImGui;
8401
0
    ImGuiWindow* window = g.CurrentWindow;
8402
0
    ImGuiID id = window->GetID(str_id_begin, str_id_end);
8403
0
    window->IDStack.push_back(id);
8404
0
}
8405
8406
void ImGui::PushID(const void* ptr_id)
8407
0
{
8408
0
    ImGuiContext& g = *GImGui;
8409
0
    ImGuiWindow* window = g.CurrentWindow;
8410
0
    ImGuiID id = window->GetID(ptr_id);
8411
0
    window->IDStack.push_back(id);
8412
0
}
8413
8414
void ImGui::PushID(int int_id)
8415
0
{
8416
0
    ImGuiContext& g = *GImGui;
8417
0
    ImGuiWindow* window = g.CurrentWindow;
8418
0
    ImGuiID id = window->GetID(int_id);
8419
0
    window->IDStack.push_back(id);
8420
0
}
8421
8422
// Push a given id value ignoring the ID stack as a seed.
8423
void ImGui::PushOverrideID(ImGuiID id)
8424
0
{
8425
0
    ImGuiContext& g = *GImGui;
8426
0
    ImGuiWindow* window = g.CurrentWindow;
8427
0
    if (g.DebugHookIdInfo == id)
8428
0
        DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL);
8429
0
    window->IDStack.push_back(id);
8430
0
}
8431
8432
// Helper to avoid a common series of PushOverrideID -> GetID() -> PopID() call
8433
// (note that when using this pattern, ID Stack Tool will tend to not display the intermediate stack level.
8434
//  for that to work we would need to do PushOverrideID() -> ItemAdd() -> PopID() which would alter widget code a little more)
8435
ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed)
8436
0
{
8437
0
    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
8438
0
    ImGuiContext& g = *GImGui;
8439
0
    if (g.DebugHookIdInfo == id)
8440
0
        DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
8441
0
    return id;
8442
0
}
8443
8444
ImGuiID ImGui::GetIDWithSeed(int n, ImGuiID seed)
8445
0
{
8446
0
    ImGuiID id = ImHashData(&n, sizeof(n), seed);
8447
0
    ImGuiContext& g = *GImGui;
8448
0
    if (g.DebugHookIdInfo == id)
8449
0
        DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);
8450
0
    return id;
8451
0
}
8452
8453
void ImGui::PopID()
8454
0
{
8455
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8456
0
    IM_ASSERT(window->IDStack.Size > 1); // Too many PopID(), or could be popping in a wrong/different window?
8457
0
    window->IDStack.pop_back();
8458
0
}
8459
8460
ImGuiID ImGui::GetID(const char* str_id)
8461
0
{
8462
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8463
0
    return window->GetID(str_id);
8464
0
}
8465
8466
ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end)
8467
0
{
8468
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8469
0
    return window->GetID(str_id_begin, str_id_end);
8470
0
}
8471
8472
ImGuiID ImGui::GetID(const void* ptr_id)
8473
0
{
8474
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8475
0
    return window->GetID(ptr_id);
8476
0
}
8477
8478
bool ImGui::IsRectVisible(const ImVec2& size)
8479
0
{
8480
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8481
0
    return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size));
8482
0
}
8483
8484
bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
8485
0
{
8486
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8487
0
    return window->ClipRect.Overlaps(ImRect(rect_min, rect_max));
8488
0
}
8489
8490
8491
//-----------------------------------------------------------------------------
8492
// [SECTION] INPUTS
8493
//-----------------------------------------------------------------------------
8494
// - GetKeyData() [Internal]
8495
// - GetKeyIndex() [Internal]
8496
// - GetKeyName()
8497
// - GetKeyChordName() [Internal]
8498
// - CalcTypematicRepeatAmount() [Internal]
8499
// - GetTypematicRepeatRate() [Internal]
8500
// - GetKeyPressedAmount() [Internal]
8501
// - GetKeyMagnitude2d() [Internal]
8502
//-----------------------------------------------------------------------------
8503
// - UpdateKeyRoutingTable() [Internal]
8504
// - GetRoutingIdFromOwnerId() [Internal]
8505
// - GetShortcutRoutingData() [Internal]
8506
// - CalcRoutingScore() [Internal]
8507
// - SetShortcutRouting() [Internal]
8508
// - TestShortcutRouting() [Internal]
8509
//-----------------------------------------------------------------------------
8510
// - IsKeyDown()
8511
// - IsKeyPressed()
8512
// - IsKeyReleased()
8513
//-----------------------------------------------------------------------------
8514
// - IsMouseDown()
8515
// - IsMouseClicked()
8516
// - IsMouseReleased()
8517
// - IsMouseDoubleClicked()
8518
// - GetMouseClickedCount()
8519
// - IsMouseHoveringRect() [Internal]
8520
// - IsMouseDragPastThreshold() [Internal]
8521
// - IsMouseDragging()
8522
// - GetMousePos()
8523
// - SetMousePos() [Internal]
8524
// - GetMousePosOnOpeningCurrentPopup()
8525
// - IsMousePosValid()
8526
// - IsAnyMouseDown()
8527
// - GetMouseDragDelta()
8528
// - ResetMouseDragDelta()
8529
// - GetMouseCursor()
8530
// - SetMouseCursor()
8531
//-----------------------------------------------------------------------------
8532
// - UpdateAliasKey()
8533
// - GetMergedModsFromKeys()
8534
// - UpdateKeyboardInputs()
8535
// - UpdateMouseInputs()
8536
//-----------------------------------------------------------------------------
8537
// - LockWheelingWindow [Internal]
8538
// - FindBestWheelingWindow [Internal]
8539
// - UpdateMouseWheel() [Internal]
8540
//-----------------------------------------------------------------------------
8541
// - SetNextFrameWantCaptureKeyboard()
8542
// - SetNextFrameWantCaptureMouse()
8543
//-----------------------------------------------------------------------------
8544
// - GetInputSourceName() [Internal]
8545
// - DebugPrintInputEvent() [Internal]
8546
// - UpdateInputEvents() [Internal]
8547
//-----------------------------------------------------------------------------
8548
// - GetKeyOwner() [Internal]
8549
// - TestKeyOwner() [Internal]
8550
// - SetKeyOwner() [Internal]
8551
// - SetItemKeyOwner() [Internal]
8552
// - Shortcut() [Internal]
8553
//-----------------------------------------------------------------------------
8554
8555
ImGuiKeyData* ImGui::GetKeyData(ImGuiContext* ctx, ImGuiKey key)
8556
0
{
8557
0
    ImGuiContext& g = *ctx;
8558
8559
    // Special storage location for mods
8560
0
    if (key & ImGuiMod_Mask_)
8561
0
        key = ConvertSingleModFlagToKey(ctx, key);
8562
8563
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
8564
    IM_ASSERT(key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_NamedKey_END);
8565
    if (IsLegacyKey(key) && g.IO.KeyMap[key] != -1)
8566
        key = (ImGuiKey)g.IO.KeyMap[key];  // Remap native->imgui or imgui->native
8567
#else
8568
0
    IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code.");
8569
0
#endif
8570
0
    return &g.IO.KeysData[key - ImGuiKey_KeysData_OFFSET];
8571
0
}
8572
8573
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
8574
ImGuiKey ImGui::GetKeyIndex(ImGuiKey key)
8575
{
8576
    ImGuiContext& g = *GImGui;
8577
    IM_ASSERT(IsNamedKey(key));
8578
    const ImGuiKeyData* key_data = GetKeyData(key);
8579
    return (ImGuiKey)(key_data - g.IO.KeysData);
8580
}
8581
#endif
8582
8583
// Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
8584
static const char* const GKeyNames[] =
8585
{
8586
    "Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown",
8587
    "Home", "End", "Insert", "Delete", "Backspace", "Space", "Enter", "Escape",
8588
    "LeftCtrl", "LeftShift", "LeftAlt", "LeftSuper", "RightCtrl", "RightShift", "RightAlt", "RightSuper", "Menu",
8589
    "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F", "G", "H",
8590
    "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z",
8591
    "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12",
8592
    "F13", "F14", "F15", "F16", "F17", "F18", "F19", "F20", "F21", "F22", "F23", "F24",
8593
    "Apostrophe", "Comma", "Minus", "Period", "Slash", "Semicolon", "Equal", "LeftBracket",
8594
    "Backslash", "RightBracket", "GraveAccent", "CapsLock", "ScrollLock", "NumLock", "PrintScreen",
8595
    "Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6",
8596
    "Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply",
8597
    "KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual",
8598
    "AppBack", "AppForward",
8599
    "GamepadStart", "GamepadBack",
8600
    "GamepadFaceLeft", "GamepadFaceRight", "GamepadFaceUp", "GamepadFaceDown",
8601
    "GamepadDpadLeft", "GamepadDpadRight", "GamepadDpadUp", "GamepadDpadDown",
8602
    "GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3",
8603
    "GamepadLStickLeft", "GamepadLStickRight", "GamepadLStickUp", "GamepadLStickDown",
8604
    "GamepadRStickLeft", "GamepadRStickRight", "GamepadRStickUp", "GamepadRStickDown",
8605
    "MouseLeft", "MouseRight", "MouseMiddle", "MouseX1", "MouseX2", "MouseWheelX", "MouseWheelY",
8606
    "ModCtrl", "ModShift", "ModAlt", "ModSuper", // ReservedForModXXX are showing the ModXXX names.
8607
};
8608
IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames));
8609
8610
const char* ImGui::GetKeyName(ImGuiKey key)
8611
0
{
8612
0
    ImGuiContext& g = *GImGui;
8613
0
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
8614
0
    IM_ASSERT((IsNamedKeyOrModKey(key) || key == ImGuiKey_None) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code.");
8615
#else
8616
    if (IsLegacyKey(key))
8617
    {
8618
        if (g.IO.KeyMap[key] == -1)
8619
            return "N/A";
8620
        IM_ASSERT(IsNamedKey((ImGuiKey)g.IO.KeyMap[key]));
8621
        key = (ImGuiKey)g.IO.KeyMap[key];
8622
    }
8623
#endif
8624
0
    if (key == ImGuiKey_None)
8625
0
        return "None";
8626
0
    if (key & ImGuiMod_Mask_)
8627
0
        key = ConvertSingleModFlagToKey(&g, key);
8628
0
    if (!IsNamedKey(key))
8629
0
        return "Unknown";
8630
8631
0
    return GKeyNames[key - ImGuiKey_NamedKey_BEGIN];
8632
0
}
8633
8634
// ImGuiMod_Shortcut is translated to either Ctrl or Super.
8635
void ImGui::GetKeyChordName(ImGuiKeyChord key_chord, char* out_buf, int out_buf_size)
8636
0
{
8637
0
    ImGuiContext& g = *GImGui;
8638
0
    if (key_chord & ImGuiMod_Shortcut)
8639
0
        key_chord = ConvertShortcutMod(key_chord);
8640
0
    ImFormatString(out_buf, (size_t)out_buf_size, "%s%s%s%s%s",
8641
0
        (key_chord & ImGuiMod_Ctrl) ? "Ctrl+" : "",
8642
0
        (key_chord & ImGuiMod_Shift) ? "Shift+" : "",
8643
0
        (key_chord & ImGuiMod_Alt) ? "Alt+" : "",
8644
0
        (key_chord & ImGuiMod_Super) ? (g.IO.ConfigMacOSXBehaviors ? "Cmd+" : "Super+") : "",
8645
0
        GetKeyName((ImGuiKey)(key_chord & ~ImGuiMod_Mask_)));
8646
0
}
8647
8648
// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime)
8649
// t1 = current time (e.g.: g.Time)
8650
// An event is triggered at:
8651
//  t = 0.0f     t = repeat_delay,    t = repeat_delay + repeat_rate*N
8652
int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate)
8653
0
{
8654
0
    if (t1 == 0.0f)
8655
0
        return 1;
8656
0
    if (t0 >= t1)
8657
0
        return 0;
8658
0
    if (repeat_rate <= 0.0f)
8659
0
        return (t0 < repeat_delay) && (t1 >= repeat_delay);
8660
0
    const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate);
8661
0
    const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate);
8662
0
    const int count = count_t1 - count_t0;
8663
0
    return count;
8664
0
}
8665
8666
void ImGui::GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate)
8667
0
{
8668
0
    ImGuiContext& g = *GImGui;
8669
0
    switch (flags & ImGuiInputFlags_RepeatRateMask_)
8670
0
    {
8671
0
    case ImGuiInputFlags_RepeatRateNavMove:             *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.80f; return;
8672
0
    case ImGuiInputFlags_RepeatRateNavTweak:            *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.30f; return;
8673
0
    case ImGuiInputFlags_RepeatRateDefault: default:    *repeat_delay = g.IO.KeyRepeatDelay * 1.00f; *repeat_rate = g.IO.KeyRepeatRate * 1.00f; return;
8674
0
    }
8675
0
}
8676
8677
// Return value representing the number of presses in the last time period, for the given repeat rate
8678
// (most often returns 0 or 1. The result is generally only >1 when RepeatRate is smaller than DeltaTime, aka large DeltaTime or fast RepeatRate)
8679
int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_rate)
8680
0
{
8681
0
    ImGuiContext& g = *GImGui;
8682
0
    const ImGuiKeyData* key_data = GetKeyData(key);
8683
0
    if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
8684
0
        return 0;
8685
0
    const float t = key_data->DownDuration;
8686
0
    return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate);
8687
0
}
8688
8689
// Return 2D vector representing the combination of four cardinal direction, with analog value support (for e.g. ImGuiKey_GamepadLStick* values).
8690
ImVec2 ImGui::GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down)
8691
0
{
8692
0
    return ImVec2(
8693
0
        GetKeyData(key_right)->AnalogValue - GetKeyData(key_left)->AnalogValue,
8694
0
        GetKeyData(key_down)->AnalogValue - GetKeyData(key_up)->AnalogValue);
8695
0
}
8696
8697
// Rewrite routing data buffers to strip old entries + sort by key to make queries not touch scattered data.
8698
//   Entries   D,A,B,B,A,C,B     --> A,A,B,B,B,C,D
8699
//   Index     A:1 B:2 C:5 D:0   --> A:0 B:2 C:5 D:6
8700
// See 'Metrics->Key Owners & Shortcut Routing' to visualize the result of that operation.
8701
static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt)
8702
0
{
8703
0
    ImGuiContext& g = *GImGui;
8704
0
    rt->EntriesNext.resize(0);
8705
0
    for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
8706
0
    {
8707
0
        const int new_routing_start_idx = rt->EntriesNext.Size;
8708
0
        ImGuiKeyRoutingData* routing_entry;
8709
0
        for (int old_routing_idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; old_routing_idx != -1; old_routing_idx = routing_entry->NextEntryIndex)
8710
0
        {
8711
0
            routing_entry = &rt->Entries[old_routing_idx];
8712
0
            routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry
8713
0
            routing_entry->RoutingNext = ImGuiKeyOwner_None;
8714
0
            routing_entry->RoutingNextScore = 255;
8715
0
            if (routing_entry->RoutingCurr == ImGuiKeyOwner_None)
8716
0
                continue;
8717
0
            rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer
8718
8719
            // Apply routing to owner if there's no owner already (RoutingCurr == None at this point)
8720
0
            if (routing_entry->Mods == g.IO.KeyMods)
8721
0
            {
8722
0
                ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
8723
0
                if (owner_data->OwnerCurr == ImGuiKeyOwner_None)
8724
0
                    owner_data->OwnerCurr = routing_entry->RoutingCurr;
8725
0
            }
8726
0
        }
8727
8728
        // Rewrite linked-list
8729
0
        rt->Index[key - ImGuiKey_NamedKey_BEGIN] = (ImGuiKeyRoutingIndex)(new_routing_start_idx < rt->EntriesNext.Size ? new_routing_start_idx : -1);
8730
0
        for (int n = new_routing_start_idx; n < rt->EntriesNext.Size; n++)
8731
0
            rt->EntriesNext[n].NextEntryIndex = (ImGuiKeyRoutingIndex)((n + 1 < rt->EntriesNext.Size) ? n + 1 : -1);
8732
0
    }
8733
0
    rt->Entries.swap(rt->EntriesNext); // Swap new and old indexes
8734
0
}
8735
8736
// owner_id may be None/Any, but routing_id needs to be always be set, so we default to GetCurrentFocusScope().
8737
static inline ImGuiID GetRoutingIdFromOwnerId(ImGuiID owner_id)
8738
0
{
8739
0
    ImGuiContext& g = *GImGui;
8740
0
    return (owner_id != ImGuiKeyOwner_None && owner_id != ImGuiKeyOwner_Any) ? owner_id : g.CurrentFocusScopeId;
8741
0
}
8742
8743
ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord)
8744
0
{
8745
    // Majority of shortcuts will be Key + any number of Mods
8746
    // We accept _Single_ mod with ImGuiKey_None.
8747
    //  - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl);                    // Legal
8748
    //  - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl | ImGuiMod_Shift);   // Legal
8749
    //  - Shortcut(ImGuiMod_Ctrl);                                 // Legal
8750
    //  - Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift);                // Not legal
8751
0
    ImGuiContext& g = *GImGui;
8752
0
    ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
8753
0
    ImGuiKeyRoutingData* routing_data;
8754
0
    if (key_chord & ImGuiMod_Shortcut)
8755
0
        key_chord = ConvertShortcutMod(key_chord);
8756
0
    ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
8757
0
    ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
8758
0
    if (key == ImGuiKey_None)
8759
0
        key = ConvertSingleModFlagToKey(&g, mods);
8760
0
    IM_ASSERT(IsNamedKey(key));
8761
8762
    // Get (in the majority of case, the linked list will have one element so this should be 2 reads.
8763
    // Subsequent elements will be contiguous in memory as list is sorted/rebuilt in NewFrame).
8764
0
    for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; idx = routing_data->NextEntryIndex)
8765
0
    {
8766
0
        routing_data = &rt->Entries[idx];
8767
0
        if (routing_data->Mods == mods)
8768
0
            return routing_data;
8769
0
    }
8770
8771
    // Add to linked-list
8772
0
    ImGuiKeyRoutingIndex routing_data_idx = (ImGuiKeyRoutingIndex)rt->Entries.Size;
8773
0
    rt->Entries.push_back(ImGuiKeyRoutingData());
8774
0
    routing_data = &rt->Entries[routing_data_idx];
8775
0
    routing_data->Mods = (ImU16)mods;
8776
0
    routing_data->NextEntryIndex = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; // Setup linked list
8777
0
    rt->Index[key - ImGuiKey_NamedKey_BEGIN] = routing_data_idx;
8778
0
    return routing_data;
8779
0
}
8780
8781
// Current score encoding (lower is highest priority):
8782
//  -   0: ImGuiInputFlags_RouteGlobalHigh
8783
//  -   1: ImGuiInputFlags_RouteFocused (if item active)
8784
//  -   2: ImGuiInputFlags_RouteGlobal
8785
//  -  3+: ImGuiInputFlags_RouteFocused (if window in focus-stack)
8786
//  - 254: ImGuiInputFlags_RouteGlobalLow
8787
//  - 255: never route
8788
// 'flags' should include an explicit routing policy
8789
static int CalcRoutingScore(ImGuiWindow* location, ImGuiID owner_id, ImGuiInputFlags flags)
8790
0
{
8791
0
    if (flags & ImGuiInputFlags_RouteFocused)
8792
0
    {
8793
0
        ImGuiContext& g = *GImGui;
8794
0
        ImGuiWindow* focused = g.NavWindow;
8795
8796
        // ActiveID gets top priority
8797
        // (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it)
8798
0
        if (owner_id != 0 && g.ActiveId == owner_id)
8799
0
            return 1;
8800
8801
        // Score based on distance to focused window (lower is better)
8802
        // Assuming both windows are submitting a routing request,
8803
        // - When Window....... is focused -> Window scores 3 (best), Window/ChildB scores 255 (no match)
8804
        // - When Window/ChildB is focused -> Window scores 4,        Window/ChildB scores 3 (best)
8805
        // Assuming only WindowA is submitting a routing request,
8806
        // - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score.
8807
0
        if (focused != NULL && focused->RootWindow == location->RootWindow)
8808
0
            for (int next_score = 3; focused != NULL; next_score++)
8809
0
            {
8810
0
                if (focused == location)
8811
0
                {
8812
0
                    IM_ASSERT(next_score < 255);
8813
0
                    return next_score;
8814
0
                }
8815
0
                focused = (focused->RootWindow != focused) ? focused->ParentWindow : NULL; // FIXME: This could be later abstracted as a focus path
8816
0
            }
8817
0
        return 255;
8818
0
    }
8819
8820
    // ImGuiInputFlags_RouteGlobalHigh is default, so calls without flags are not conditional
8821
0
    if (flags & ImGuiInputFlags_RouteGlobal)
8822
0
        return 2;
8823
0
    if (flags & ImGuiInputFlags_RouteGlobalLow)
8824
0
        return 254;
8825
0
    return 0;
8826
0
}
8827
8828
// Request a desired route for an input chord (key + mods).
8829
// Return true if the route is available this frame.
8830
// - Routes and key ownership are attributed at the beginning of next frame based on best score and mod state.
8831
//   (Conceptually this does a "Submit for next frame" + "Test for current frame".
8832
//   As such, it could be called TrySetXXX or SubmitXXX, or the Submit and Test operations should be separate.)
8833
// - Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default)
8834
// - Using 'owner_id == ImGuiKeyOwner_None': allows disabling/locking a shortcut.
8835
bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
8836
0
{
8837
0
    ImGuiContext& g = *GImGui;
8838
0
    if ((flags & ImGuiInputFlags_RouteMask_) == 0)
8839
0
        flags |= ImGuiInputFlags_RouteGlobalHigh; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut()
8840
0
    else
8841
0
        IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteMask_)); // Check that only 1 routing flag is used
8842
8843
0
    if (flags & ImGuiInputFlags_RouteUnlessBgFocused)
8844
0
        if (g.NavWindow == NULL)
8845
0
            return false;
8846
0
    if (flags & ImGuiInputFlags_RouteAlways)
8847
0
        return true;
8848
8849
0
    const int score = CalcRoutingScore(g.CurrentWindow, owner_id, flags);
8850
0
    if (score == 255)
8851
0
        return false;
8852
8853
    // Submit routing for NEXT frame (assuming score is sufficient)
8854
    // FIXME: Could expose a way to use a "serve last" policy for same score resolution (using <= instead of <).
8855
0
    ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord);
8856
0
    const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);
8857
    //const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore);
8858
0
    if (score < routing_data->RoutingNextScore)
8859
0
    {
8860
0
        routing_data->RoutingNext = routing_id;
8861
0
        routing_data->RoutingNextScore = (ImU8)score;
8862
0
    }
8863
8864
    // Return routing state for CURRENT frame
8865
0
    return routing_data->RoutingCurr == routing_id;
8866
0
}
8867
8868
// Currently unused by core (but used by tests)
8869
// Note: this cannot be turned into GetShortcutRouting() because we do the owner_id->routing_id translation, name would be more misleading.
8870
bool ImGui::TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id)
8871
0
{
8872
0
    const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);
8873
0
    ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); // FIXME: Could avoid creating entry.
8874
0
    return routing_data->RoutingCurr == routing_id;
8875
0
}
8876
8877
// Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes.
8878
// Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87)
8879
bool ImGui::IsKeyDown(ImGuiKey key)
8880
0
{
8881
0
    return IsKeyDown(key, ImGuiKeyOwner_Any);
8882
0
}
8883
8884
bool ImGui::IsKeyDown(ImGuiKey key, ImGuiID owner_id)
8885
0
{
8886
0
    const ImGuiKeyData* key_data = GetKeyData(key);
8887
0
    if (!key_data->Down)
8888
0
        return false;
8889
0
    if (!TestKeyOwner(key, owner_id))
8890
0
        return false;
8891
0
    return true;
8892
0
}
8893
8894
bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat)
8895
0
{
8896
0
    return IsKeyPressed(key, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None);
8897
0
}
8898
8899
// Important: unless legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat.
8900
bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
8901
0
{
8902
0
    const ImGuiKeyData* key_data = GetKeyData(key);
8903
0
    if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
8904
0
        return false;
8905
0
    const float t = key_data->DownDuration;
8906
0
    if (t < 0.0f)
8907
0
        return false;
8908
0
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!
8909
8910
0
    bool pressed = (t == 0.0f);
8911
0
    if (!pressed && ((flags & ImGuiInputFlags_Repeat) != 0))
8912
0
    {
8913
0
        float repeat_delay, repeat_rate;
8914
0
        GetTypematicRepeatRate(flags, &repeat_delay, &repeat_rate);
8915
0
        pressed = (t > repeat_delay) && GetKeyPressedAmount(key, repeat_delay, repeat_rate) > 0;
8916
0
    }
8917
0
    if (!pressed)
8918
0
        return false;
8919
0
    if (!TestKeyOwner(key, owner_id))
8920
0
        return false;
8921
0
    return true;
8922
0
}
8923
8924
bool ImGui::IsKeyReleased(ImGuiKey key)
8925
0
{
8926
0
    return IsKeyReleased(key, ImGuiKeyOwner_Any);
8927
0
}
8928
8929
bool ImGui::IsKeyReleased(ImGuiKey key, ImGuiID owner_id)
8930
0
{
8931
0
    const ImGuiKeyData* key_data = GetKeyData(key);
8932
0
    if (key_data->DownDurationPrev < 0.0f || key_data->Down)
8933
0
        return false;
8934
0
    if (!TestKeyOwner(key, owner_id))
8935
0
        return false;
8936
0
    return true;
8937
0
}
8938
8939
bool ImGui::IsMouseDown(ImGuiMouseButton button)
8940
0
{
8941
0
    ImGuiContext& g = *GImGui;
8942
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8943
0
    return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // should be same as IsKeyDown(MouseButtonToKey(button), ImGuiKeyOwner_Any), but this allows legacy code hijacking the io.Mousedown[] array.
8944
0
}
8945
8946
bool ImGui::IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id)
8947
0
{
8948
0
    ImGuiContext& g = *GImGui;
8949
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8950
0
    return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyDown(MouseButtonToKey(button), owner_id), but this allows legacy code hijacking the io.Mousedown[] array.
8951
0
}
8952
8953
bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat)
8954
0
{
8955
0
    return IsMouseClicked(button, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None);
8956
0
}
8957
8958
bool ImGui::IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags)
8959
0
{
8960
0
    ImGuiContext& g = *GImGui;
8961
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8962
0
    if (!g.IO.MouseDown[button]) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
8963
0
        return false;
8964
0
    const float t = g.IO.MouseDownDuration[button];
8965
0
    if (t < 0.0f)
8966
0
        return false;
8967
0
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!
8968
8969
0
    const bool repeat = (flags & ImGuiInputFlags_Repeat) != 0;
8970
0
    const bool pressed = (t == 0.0f) || (repeat && t > g.IO.KeyRepeatDelay && CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0);
8971
0
    if (!pressed)
8972
0
        return false;
8973
8974
0
    if (!TestKeyOwner(MouseButtonToKey(button), owner_id))
8975
0
        return false;
8976
8977
0
    return true;
8978
0
}
8979
8980
bool ImGui::IsMouseReleased(ImGuiMouseButton button)
8981
0
{
8982
0
    ImGuiContext& g = *GImGui;
8983
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8984
0
    return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // Should be same as IsKeyReleased(MouseButtonToKey(button), ImGuiKeyOwner_Any)
8985
0
}
8986
8987
bool ImGui::IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id)
8988
0
{
8989
0
    ImGuiContext& g = *GImGui;
8990
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8991
0
    return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyReleased(MouseButtonToKey(button), owner_id)
8992
0
}
8993
8994
bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button)
8995
0
{
8996
0
    ImGuiContext& g = *GImGui;
8997
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8998
0
    return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any);
8999
0
}
9000
9001
int ImGui::GetMouseClickedCount(ImGuiMouseButton button)
9002
0
{
9003
0
    ImGuiContext& g = *GImGui;
9004
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9005
0
    return g.IO.MouseClickedCount[button];
9006
0
}
9007
9008
// Test if mouse cursor is hovering given rectangle
9009
// NB- Rectangle is clipped by our current clip setting
9010
// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding)
9011
bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip)
9012
0
{
9013
0
    ImGuiContext& g = *GImGui;
9014
9015
    // Clip
9016
0
    ImRect rect_clipped(r_min, r_max);
9017
0
    if (clip)
9018
0
        rect_clipped.ClipWith(g.CurrentWindow->ClipRect);
9019
9020
    // Hit testing, expanded for touch input
9021
0
    if (!rect_clipped.ContainsWithPad(g.IO.MousePos, g.Style.TouchExtraPadding))
9022
0
        return false;
9023
0
    if (!g.MouseViewport->GetMainRect().Overlaps(rect_clipped))
9024
0
        return false;
9025
0
    return true;
9026
0
}
9027
9028
// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame.
9029
// [Internal] This doesn't test if the button is pressed
9030
bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold)
9031
0
{
9032
0
    ImGuiContext& g = *GImGui;
9033
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9034
0
    if (lock_threshold < 0.0f)
9035
0
        lock_threshold = g.IO.MouseDragThreshold;
9036
0
    return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold;
9037
0
}
9038
9039
bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold)
9040
0
{
9041
0
    ImGuiContext& g = *GImGui;
9042
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9043
0
    if (!g.IO.MouseDown[button])
9044
0
        return false;
9045
0
    return IsMouseDragPastThreshold(button, lock_threshold);
9046
0
}
9047
9048
ImVec2 ImGui::GetMousePos()
9049
0
{
9050
0
    ImGuiContext& g = *GImGui;
9051
0
    return g.IO.MousePos;
9052
0
}
9053
9054
// This is called TeleportMousePos() and not SetMousePos() to emphasis that setting MousePosPrev will effectively clear mouse delta as well.
9055
// It is expected you only call this if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) is set and supported by backend.
9056
void ImGui::TeleportMousePos(const ImVec2& pos)
9057
0
{
9058
0
    ImGuiContext& g = *GImGui;
9059
0
    g.IO.MousePos = g.IO.MousePosPrev = pos;
9060
0
    g.IO.MouseDelta = ImVec2(0.0f, 0.0f);
9061
0
    g.IO.WantSetMousePos = true;
9062
    //IMGUI_DEBUG_LOG_IO("TeleportMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y);
9063
0
}
9064
9065
// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed!
9066
ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup()
9067
0
{
9068
0
    ImGuiContext& g = *GImGui;
9069
0
    if (g.BeginPopupStack.Size > 0)
9070
0
        return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos;
9071
0
    return g.IO.MousePos;
9072
0
}
9073
9074
// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position.
9075
bool ImGui::IsMousePosValid(const ImVec2* mouse_pos)
9076
0
{
9077
    // The assert is only to silence a false-positive in XCode Static Analysis.
9078
    // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions).
9079
0
    IM_ASSERT(GImGui != NULL);
9080
0
    const float MOUSE_INVALID = -256000.0f;
9081
0
    ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos;
9082
0
    return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID;
9083
0
}
9084
9085
// [WILL OBSOLETE] This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.
9086
bool ImGui::IsAnyMouseDown()
9087
0
{
9088
0
    ImGuiContext& g = *GImGui;
9089
0
    for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++)
9090
0
        if (g.IO.MouseDown[n])
9091
0
            return true;
9092
0
    return false;
9093
0
}
9094
9095
// Return the delta from the initial clicking position while the mouse button is clicked or was just released.
9096
// This is locked and return 0.0f until the mouse moves past a distance threshold at least once.
9097
// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window.
9098
ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold)
9099
0
{
9100
0
    ImGuiContext& g = *GImGui;
9101
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9102
0
    if (lock_threshold < 0.0f)
9103
0
        lock_threshold = g.IO.MouseDragThreshold;
9104
0
    if (g.IO.MouseDown[button] || g.IO.MouseReleased[button])
9105
0
        if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold)
9106
0
            if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button]))
9107
0
                return g.IO.MousePos - g.IO.MouseClickedPos[button];
9108
0
    return ImVec2(0.0f, 0.0f);
9109
0
}
9110
9111
void ImGui::ResetMouseDragDelta(ImGuiMouseButton button)
9112
0
{
9113
0
    ImGuiContext& g = *GImGui;
9114
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9115
    // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr
9116
0
    g.IO.MouseClickedPos[button] = g.IO.MousePos;
9117
0
}
9118
9119
// Get desired mouse cursor shape.
9120
// Important: this is meant to be used by a platform backend, it is reset in ImGui::NewFrame(),
9121
// updated during the frame, and locked in EndFrame()/Render().
9122
// If you use software rendering by setting io.MouseDrawCursor then Dear ImGui will render those for you
9123
ImGuiMouseCursor ImGui::GetMouseCursor()
9124
0
{
9125
0
    ImGuiContext& g = *GImGui;
9126
0
    return g.MouseCursor;
9127
0
}
9128
9129
void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type)
9130
0
{
9131
0
    ImGuiContext& g = *GImGui;
9132
0
    g.MouseCursor = cursor_type;
9133
0
}
9134
9135
static void UpdateAliasKey(ImGuiKey key, bool v, float analog_value)
9136
0
{
9137
0
    IM_ASSERT(ImGui::IsAliasKey(key));
9138
0
    ImGuiKeyData* key_data = ImGui::GetKeyData(key);
9139
0
    key_data->Down = v;
9140
0
    key_data->AnalogValue = analog_value;
9141
0
}
9142
9143
// [Internal] Do not use directly
9144
static ImGuiKeyChord GetMergedModsFromKeys()
9145
0
{
9146
0
    ImGuiKeyChord mods = 0;
9147
0
    if (ImGui::IsKeyDown(ImGuiMod_Ctrl))     { mods |= ImGuiMod_Ctrl; }
9148
0
    if (ImGui::IsKeyDown(ImGuiMod_Shift))    { mods |= ImGuiMod_Shift; }
9149
0
    if (ImGui::IsKeyDown(ImGuiMod_Alt))      { mods |= ImGuiMod_Alt; }
9150
0
    if (ImGui::IsKeyDown(ImGuiMod_Super))    { mods |= ImGuiMod_Super; }
9151
0
    return mods;
9152
0
}
9153
9154
static void ImGui::UpdateKeyboardInputs()
9155
0
{
9156
0
    ImGuiContext& g = *GImGui;
9157
0
    ImGuiIO& io = g.IO;
9158
9159
    // Import legacy keys or verify they are not used
9160
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9161
    if (io.BackendUsingLegacyKeyArrays == 0)
9162
    {
9163
        // Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written to externally.
9164
        for (int n = 0; n < ImGuiKey_LegacyNativeKey_END; n++)
9165
            IM_ASSERT((io.KeysDown[n] == false || IsKeyDown((ImGuiKey)n)) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
9166
    }
9167
    else
9168
    {
9169
        if (g.FrameCount == 0)
9170
            for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
9171
                IM_ASSERT(g.IO.KeyMap[n] == -1 && "Backend is not allowed to write to io.KeyMap[0..511]!");
9172
9173
        // Build reverse KeyMap (Named -> Legacy)
9174
        for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
9175
            if (io.KeyMap[n] != -1)
9176
            {
9177
                IM_ASSERT(IsLegacyKey((ImGuiKey)io.KeyMap[n]));
9178
                io.KeyMap[io.KeyMap[n]] = n;
9179
            }
9180
9181
        // Import legacy keys into new ones
9182
        for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
9183
            if (io.KeysDown[n] || io.BackendUsingLegacyKeyArrays == 1)
9184
            {
9185
                const ImGuiKey key = (ImGuiKey)(io.KeyMap[n] != -1 ? io.KeyMap[n] : n);
9186
                IM_ASSERT(io.KeyMap[n] == -1 || IsNamedKey(key));
9187
                io.KeysData[key].Down = io.KeysDown[n];
9188
                if (key != n)
9189
                    io.KeysDown[key] = io.KeysDown[n]; // Allow legacy code using io.KeysDown[GetKeyIndex()] with old backends
9190
                io.BackendUsingLegacyKeyArrays = 1;
9191
            }
9192
        if (io.BackendUsingLegacyKeyArrays == 1)
9193
        {
9194
            GetKeyData(ImGuiMod_Ctrl)->Down = io.KeyCtrl;
9195
            GetKeyData(ImGuiMod_Shift)->Down = io.KeyShift;
9196
            GetKeyData(ImGuiMod_Alt)->Down = io.KeyAlt;
9197
            GetKeyData(ImGuiMod_Super)->Down = io.KeySuper;
9198
        }
9199
    }
9200
9201
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9202
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
9203
    if (io.BackendUsingLegacyNavInputArray && nav_gamepad_active)
9204
    {
9205
        #define MAP_LEGACY_NAV_INPUT_TO_KEY1(_KEY, _NAV1)           do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f); io.KeysData[_KEY].AnalogValue = io.NavInputs[_NAV1]; } while (0)
9206
        #define MAP_LEGACY_NAV_INPUT_TO_KEY2(_KEY, _NAV1, _NAV2)    do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f) || (io.NavInputs[_NAV2] > 0.0f); io.KeysData[_KEY].AnalogValue = ImMax(io.NavInputs[_NAV1], io.NavInputs[_NAV2]); } while (0)
9207
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceDown, ImGuiNavInput_Activate);
9208
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceRight, ImGuiNavInput_Cancel);
9209
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceLeft, ImGuiNavInput_Menu);
9210
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceUp, ImGuiNavInput_Input);
9211
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadLeft, ImGuiNavInput_DpadLeft);
9212
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadRight, ImGuiNavInput_DpadRight);
9213
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadUp, ImGuiNavInput_DpadUp);
9214
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadDown, ImGuiNavInput_DpadDown);
9215
        MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadL1, ImGuiNavInput_FocusPrev, ImGuiNavInput_TweakSlow);
9216
        MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadR1, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakFast);
9217
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickLeft, ImGuiNavInput_LStickLeft);
9218
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickRight, ImGuiNavInput_LStickRight);
9219
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickUp, ImGuiNavInput_LStickUp);
9220
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown);
9221
        #undef NAV_MAP_KEY
9222
    }
9223
#endif
9224
#endif
9225
9226
    // Update aliases
9227
0
    for (int n = 0; n < ImGuiMouseButton_COUNT; n++)
9228
0
        UpdateAliasKey(MouseButtonToKey(n), io.MouseDown[n], io.MouseDown[n] ? 1.0f : 0.0f);
9229
0
    UpdateAliasKey(ImGuiKey_MouseWheelX, io.MouseWheelH != 0.0f, io.MouseWheelH);
9230
0
    UpdateAliasKey(ImGuiKey_MouseWheelY, io.MouseWheel != 0.0f, io.MouseWheel);
9231
9232
    // Synchronize io.KeyMods and io.KeyXXX values.
9233
    // - New backends (1.87+): send io.AddKeyEvent(ImGuiMod_XXX) ->                                      -> (here) deriving io.KeyMods + io.KeyXXX from key array.
9234
    // - Legacy backends:      set io.KeyXXX bools               -> (above) set key array from io.KeyXXX -> (here) deriving io.KeyMods + io.KeyXXX from key array.
9235
    // So with legacy backends the 4 values will do a unnecessary back-and-forth but it makes the code simpler and future facing.
9236
0
    io.KeyMods = GetMergedModsFromKeys();
9237
0
    io.KeyCtrl = (io.KeyMods & ImGuiMod_Ctrl) != 0;
9238
0
    io.KeyShift = (io.KeyMods & ImGuiMod_Shift) != 0;
9239
0
    io.KeyAlt = (io.KeyMods & ImGuiMod_Alt) != 0;
9240
0
    io.KeySuper = (io.KeyMods & ImGuiMod_Super) != 0;
9241
9242
    // Clear gamepad data if disabled
9243
0
    if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0)
9244
0
        for (int i = ImGuiKey_Gamepad_BEGIN; i < ImGuiKey_Gamepad_END; i++)
9245
0
        {
9246
0
            io.KeysData[i - ImGuiKey_KeysData_OFFSET].Down = false;
9247
0
            io.KeysData[i - ImGuiKey_KeysData_OFFSET].AnalogValue = 0.0f;
9248
0
        }
9249
9250
    // Update keys
9251
0
    for (int i = 0; i < ImGuiKey_KeysData_SIZE; i++)
9252
0
    {
9253
0
        ImGuiKeyData* key_data = &io.KeysData[i];
9254
0
        key_data->DownDurationPrev = key_data->DownDuration;
9255
0
        key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f;
9256
0
    }
9257
9258
    // Update keys/input owner (named keys only): one entry per key
9259
0
    for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
9260
0
    {
9261
0
        ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_KeysData_OFFSET];
9262
0
        ImGuiKeyOwnerData* owner_data = &g.KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN];
9263
0
        owner_data->OwnerCurr = owner_data->OwnerNext;
9264
0
        if (!key_data->Down) // Important: ownership is released on the frame after a release. Ensure a 'MouseDown -> CloseWindow -> MouseUp' chain doesn't lead to someone else seeing the MouseUp.
9265
0
            owner_data->OwnerNext = ImGuiKeyOwner_None;
9266
0
        owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down;  // Clear LockUntilRelease when key is not Down anymore
9267
0
    }
9268
9269
0
    UpdateKeyRoutingTable(&g.KeysRoutingTable);
9270
0
}
9271
9272
static void ImGui::UpdateMouseInputs()
9273
0
{
9274
0
    ImGuiContext& g = *GImGui;
9275
0
    ImGuiIO& io = g.IO;
9276
9277
    // Mouse Wheel swapping flag
9278
    // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead
9279
    // - We avoid doing it on OSX as it the OS input layer handles this already.
9280
    // - FIXME: However this means when running on OSX over Emscripten, Shift+WheelY will incur two swapping (1 in OS, 1 here), canceling the feature.
9281
    // - FIXME: When we can distinguish e.g. touchpad scroll events from mouse ones, we'll set this accordingly based on input source.
9282
0
    io.MouseWheelRequestAxisSwap = io.KeyShift && !io.ConfigMacOSXBehaviors;
9283
9284
    // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well)
9285
0
    if (IsMousePosValid(&io.MousePos))
9286
0
        io.MousePos = g.MouseLastValidPos = ImFloor(io.MousePos);
9287
9288
    // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta
9289
0
    if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev))
9290
0
        io.MouseDelta = io.MousePos - io.MousePosPrev;
9291
0
    else
9292
0
        io.MouseDelta = ImVec2(0.0f, 0.0f);
9293
9294
    // Update stationary timer.
9295
    // FIXME: May need to rework again to have some tolerance for occasional small movement, while being functional on high-framerates.
9296
0
    const float mouse_stationary_threshold = (io.MouseSource == ImGuiMouseSource_Mouse) ? 2.0f : 3.0f; // Slightly higher threshold for ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen, may need rework.
9297
0
    const bool mouse_stationary = (ImLengthSqr(io.MouseDelta) <= mouse_stationary_threshold * mouse_stationary_threshold);
9298
0
    g.MouseStationaryTimer = mouse_stationary ? (g.MouseStationaryTimer + io.DeltaTime) : 0.0f;
9299
    //IMGUI_DEBUG_LOG("%.4f\n", g.MouseStationaryTimer);
9300
9301
    // If mouse moved we re-enable mouse hovering in case it was disabled by gamepad/keyboard. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true.
9302
0
    if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)
9303
0
        g.NavDisableMouseHover = false;
9304
9305
0
    for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
9306
0
    {
9307
0
        io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f;
9308
0
        io.MouseClickedCount[i] = 0; // Will be filled below
9309
0
        io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f;
9310
0
        io.MouseDownDurationPrev[i] = io.MouseDownDuration[i];
9311
0
        io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f;
9312
0
        if (io.MouseClicked[i])
9313
0
        {
9314
0
            bool is_repeated_click = false;
9315
0
            if ((float)(g.Time - io.MouseClickedTime[i]) < io.MouseDoubleClickTime)
9316
0
            {
9317
0
                ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
9318
0
                if (ImLengthSqr(delta_from_click_pos) < io.MouseDoubleClickMaxDist * io.MouseDoubleClickMaxDist)
9319
0
                    is_repeated_click = true;
9320
0
            }
9321
0
            if (is_repeated_click)
9322
0
                io.MouseClickedLastCount[i]++;
9323
0
            else
9324
0
                io.MouseClickedLastCount[i] = 1;
9325
0
            io.MouseClickedTime[i] = g.Time;
9326
0
            io.MouseClickedPos[i] = io.MousePos;
9327
0
            io.MouseClickedCount[i] = io.MouseClickedLastCount[i];
9328
0
            io.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f);
9329
0
            io.MouseDragMaxDistanceSqr[i] = 0.0f;
9330
0
        }
9331
0
        else if (io.MouseDown[i])
9332
0
        {
9333
            // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold
9334
0
            ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
9335
0
            io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos));
9336
0
            io.MouseDragMaxDistanceAbs[i].x = ImMax(io.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x);
9337
0
            io.MouseDragMaxDistanceAbs[i].y = ImMax(io.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y);
9338
0
        }
9339
9340
        // We provide io.MouseDoubleClicked[] as a legacy service
9341
0
        io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2);
9342
9343
        // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation
9344
0
        if (io.MouseClicked[i])
9345
0
            g.NavDisableMouseHover = false;
9346
0
    }
9347
0
}
9348
9349
static void LockWheelingWindow(ImGuiWindow* window, float wheel_amount)
9350
0
{
9351
0
    ImGuiContext& g = *GImGui;
9352
0
    if (window)
9353
0
        g.WheelingWindowReleaseTimer = ImMin(g.WheelingWindowReleaseTimer + ImAbs(wheel_amount) * WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER, WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER);
9354
0
    else
9355
0
        g.WheelingWindowReleaseTimer = 0.0f;
9356
0
    if (g.WheelingWindow == window)
9357
0
        return;
9358
0
    IMGUI_DEBUG_LOG_IO("[io] LockWheelingWindow() \"%s\"\n", window ? window->Name : "NULL");
9359
0
    g.WheelingWindow = window;
9360
0
    g.WheelingWindowRefMousePos = g.IO.MousePos;
9361
0
    if (window == NULL)
9362
0
    {
9363
0
        g.WheelingWindowStartFrame = -1;
9364
0
        g.WheelingAxisAvg = ImVec2(0.0f, 0.0f);
9365
0
    }
9366
0
}
9367
9368
static ImGuiWindow* FindBestWheelingWindow(const ImVec2& wheel)
9369
0
{
9370
    // For each axis, find window in the hierarchy that may want to use scrolling
9371
0
    ImGuiContext& g = *GImGui;
9372
0
    ImGuiWindow* windows[2] = { NULL, NULL };
9373
0
    for (int axis = 0; axis < 2; axis++)
9374
0
        if (wheel[axis] != 0.0f)
9375
0
            for (ImGuiWindow* window = windows[axis] = g.HoveredWindow; window->Flags & ImGuiWindowFlags_ChildWindow; window = windows[axis] = window->ParentWindow)
9376
0
            {
9377
                // Bubble up into parent window if:
9378
                // - a child window doesn't allow any scrolling.
9379
                // - a child window has the ImGuiWindowFlags_NoScrollWithMouse flag.
9380
                //// - a child window doesn't need scrolling because it is already at the edge for the direction we are going in (FIXME-WIP)
9381
0
                const bool has_scrolling = (window->ScrollMax[axis] != 0.0f);
9382
0
                const bool inputs_disabled = (window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs);
9383
                //const bool scrolling_past_limits = (wheel_v < 0.0f) ? (window->Scroll[axis] <= 0.0f) : (window->Scroll[axis] >= window->ScrollMax[axis]);
9384
0
                if (has_scrolling && !inputs_disabled) // && !scrolling_past_limits)
9385
0
                    break; // select this window
9386
0
            }
9387
0
    if (windows[0] == NULL && windows[1] == NULL)
9388
0
        return NULL;
9389
9390
    // If there's only one window or only one axis then there's no ambiguity
9391
0
    if (windows[0] == windows[1] || windows[0] == NULL || windows[1] == NULL)
9392
0
        return windows[1] ? windows[1] : windows[0];
9393
9394
    // If candidate are different windows we need to decide which one to prioritize
9395
    // - First frame: only find a winner if one axis is zero.
9396
    // - Subsequent frames: only find a winner when one is more than the other.
9397
0
    if (g.WheelingWindowStartFrame == -1)
9398
0
        g.WheelingWindowStartFrame = g.FrameCount;
9399
0
    if ((g.WheelingWindowStartFrame == g.FrameCount && wheel.x != 0.0f && wheel.y != 0.0f) || (g.WheelingAxisAvg.x == g.WheelingAxisAvg.y))
9400
0
    {
9401
0
        g.WheelingWindowWheelRemainder = wheel;
9402
0
        return NULL;
9403
0
    }
9404
0
    return (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? windows[0] : windows[1];
9405
0
}
9406
9407
// Called by NewFrame()
9408
void ImGui::UpdateMouseWheel()
9409
0
{
9410
    // Reset the locked window if we move the mouse or after the timer elapses.
9411
    // FIXME: Ideally we could refactor to have one timer for "changing window w/ same axis" and a shorter timer for "changing window or axis w/ other axis" (#3795)
9412
0
    ImGuiContext& g = *GImGui;
9413
0
    if (g.WheelingWindow != NULL)
9414
0
    {
9415
0
        g.WheelingWindowReleaseTimer -= g.IO.DeltaTime;
9416
0
        if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold)
9417
0
            g.WheelingWindowReleaseTimer = 0.0f;
9418
0
        if (g.WheelingWindowReleaseTimer <= 0.0f)
9419
0
            LockWheelingWindow(NULL, 0.0f);
9420
0
    }
9421
9422
0
    ImVec2 wheel;
9423
0
    wheel.x = TestKeyOwner(ImGuiKey_MouseWheelX, ImGuiKeyOwner_None) ? g.IO.MouseWheelH : 0.0f;
9424
0
    wheel.y = TestKeyOwner(ImGuiKey_MouseWheelY, ImGuiKeyOwner_None) ? g.IO.MouseWheel : 0.0f;
9425
9426
    //IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y);
9427
0
    ImGuiWindow* mouse_window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow;
9428
0
    if (!mouse_window || mouse_window->Collapsed)
9429
0
        return;
9430
9431
    // Zoom / Scale window
9432
    // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned.
9433
0
    if (wheel.y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
9434
0
    {
9435
0
        LockWheelingWindow(mouse_window, wheel.y);
9436
0
        ImGuiWindow* window = mouse_window;
9437
0
        const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
9438
0
        const float scale = new_font_scale / window->FontWindowScale;
9439
0
        window->FontWindowScale = new_font_scale;
9440
0
        if (window == window->RootWindow)
9441
0
        {
9442
0
            const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
9443
0
            SetWindowPos(window, window->Pos + offset, 0);
9444
0
            window->Size = ImTrunc(window->Size * scale);
9445
0
            window->SizeFull = ImTrunc(window->SizeFull * scale);
9446
0
        }
9447
0
        return;
9448
0
    }
9449
0
    if (g.IO.KeyCtrl)
9450
0
        return;
9451
9452
    // Mouse wheel scrolling
9453
    // Read about io.MouseWheelRequestAxisSwap and its issue on Mac+Emscripten in UpdateMouseInputs()
9454
0
    if (g.IO.MouseWheelRequestAxisSwap)
9455
0
        wheel = ImVec2(wheel.y, 0.0f);
9456
9457
    // Maintain a rough average of moving magnitude on both axises
9458
    // FIXME: should by based on wall clock time rather than frame-counter
9459
0
    g.WheelingAxisAvg.x = ImExponentialMovingAverage(g.WheelingAxisAvg.x, ImAbs(wheel.x), 30);
9460
0
    g.WheelingAxisAvg.y = ImExponentialMovingAverage(g.WheelingAxisAvg.y, ImAbs(wheel.y), 30);
9461
9462
    // In the rare situation where FindBestWheelingWindow() had to defer first frame of wheeling due to ambiguous main axis, reinject it now.
9463
0
    wheel += g.WheelingWindowWheelRemainder;
9464
0
    g.WheelingWindowWheelRemainder = ImVec2(0.0f, 0.0f);
9465
0
    if (wheel.x == 0.0f && wheel.y == 0.0f)
9466
0
        return;
9467
9468
    // Mouse wheel scrolling: find target and apply
9469
    // - don't renew lock if axis doesn't apply on the window.
9470
    // - select a main axis when both axises are being moved.
9471
0
    if (ImGuiWindow* window = (g.WheelingWindow ? g.WheelingWindow : FindBestWheelingWindow(wheel)))
9472
0
        if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))
9473
0
        {
9474
0
            bool do_scroll[2] = { wheel.x != 0.0f && window->ScrollMax.x != 0.0f, wheel.y != 0.0f && window->ScrollMax.y != 0.0f };
9475
0
            if (do_scroll[ImGuiAxis_X] && do_scroll[ImGuiAxis_Y])
9476
0
                do_scroll[(g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? ImGuiAxis_Y : ImGuiAxis_X] = false;
9477
0
            if (do_scroll[ImGuiAxis_X])
9478
0
            {
9479
0
                LockWheelingWindow(window, wheel.x);
9480
0
                float max_step = window->InnerRect.GetWidth() * 0.67f;
9481
0
                float scroll_step = ImTrunc(ImMin(2 * window->CalcFontSize(), max_step));
9482
0
                SetScrollX(window, window->Scroll.x - wheel.x * scroll_step);
9483
0
            }
9484
0
            if (do_scroll[ImGuiAxis_Y])
9485
0
            {
9486
0
                LockWheelingWindow(window, wheel.y);
9487
0
                float max_step = window->InnerRect.GetHeight() * 0.67f;
9488
0
                float scroll_step = ImTrunc(ImMin(5 * window->CalcFontSize(), max_step));
9489
0
                SetScrollY(window, window->Scroll.y - wheel.y * scroll_step);
9490
0
            }
9491
0
        }
9492
0
}
9493
9494
void ImGui::SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard)
9495
0
{
9496
0
    ImGuiContext& g = *GImGui;
9497
0
    g.WantCaptureKeyboardNextFrame = want_capture_keyboard ? 1 : 0;
9498
0
}
9499
9500
void ImGui::SetNextFrameWantCaptureMouse(bool want_capture_mouse)
9501
0
{
9502
0
    ImGuiContext& g = *GImGui;
9503
0
    g.WantCaptureMouseNextFrame = want_capture_mouse ? 1 : 0;
9504
0
}
9505
9506
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
9507
static const char* GetInputSourceName(ImGuiInputSource source)
9508
0
{
9509
0
    const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Clipboard" };
9510
0
    IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT);
9511
0
    return input_source_names[source];
9512
0
}
9513
static const char* GetMouseSourceName(ImGuiMouseSource source)
9514
0
{
9515
0
    const char* mouse_source_names[] = { "Mouse", "TouchScreen", "Pen" };
9516
0
    IM_ASSERT(IM_ARRAYSIZE(mouse_source_names) == ImGuiMouseSource_COUNT && source >= 0 && source < ImGuiMouseSource_COUNT);
9517
0
    return mouse_source_names[source];
9518
0
}
9519
static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e)
9520
0
{
9521
0
    ImGuiContext& g = *GImGui;
9522
0
    if (e->Type == ImGuiInputEventType_MousePos)    { if (e->MousePos.PosX == -FLT_MAX && e->MousePos.PosY == -FLT_MAX) IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (-FLT_MAX, -FLT_MAX)\n", prefix); else IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (%.1f, %.1f) (%s)\n", prefix, e->MousePos.PosX, e->MousePos.PosY, GetMouseSourceName(e->MousePos.MouseSource)); return; }
9523
0
    if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseButton %d %s (%s)\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up", GetMouseSourceName(e->MouseButton.MouseSource)); return; }
9524
0
    if (e->Type == ImGuiInputEventType_MouseWheel)  { IMGUI_DEBUG_LOG_IO("[io] %s: MouseWheel (%.3f, %.3f) (%s)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY, GetMouseSourceName(e->MouseWheel.MouseSource)); return; }
9525
0
    if (e->Type == ImGuiInputEventType_MouseViewport){IMGUI_DEBUG_LOG_IO("[io] %s: MouseViewport (0x%08X)\n", prefix, e->MouseViewport.HoveredViewportID); return; }
9526
0
    if (e->Type == ImGuiInputEventType_Key)         { IMGUI_DEBUG_LOG_IO("[io] %s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; }
9527
0
    if (e->Type == ImGuiInputEventType_Text)        { IMGUI_DEBUG_LOG_IO("[io] %s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; }
9528
0
    if (e->Type == ImGuiInputEventType_Focus)       { IMGUI_DEBUG_LOG_IO("[io] %s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; }
9529
0
}
9530
#endif
9531
9532
// Process input queue
9533
// We always call this with the value of 'bool g.IO.ConfigInputTrickleEventQueue'.
9534
// - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost)
9535
// - trickle_fast_inputs = true  : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1.87)
9536
void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
9537
0
{
9538
0
    ImGuiContext& g = *GImGui;
9539
0
    ImGuiIO& io = g.IO;
9540
9541
    // Only trickle chars<>key when working with InputText()
9542
    // FIXME: InputText() could parse event trail?
9543
    // FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters)
9544
0
    const bool trickle_interleaved_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1);
9545
9546
0
    bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputted = false;
9547
0
    int  mouse_button_changed = 0x00;
9548
0
    ImBitArray<ImGuiKey_KeysData_SIZE> key_changed_mask;
9549
9550
0
    int event_n = 0;
9551
0
    for (; event_n < g.InputEventsQueue.Size; event_n++)
9552
0
    {
9553
0
        ImGuiInputEvent* e = &g.InputEventsQueue[event_n];
9554
0
        if (e->Type == ImGuiInputEventType_MousePos)
9555
0
        {
9556
0
            if (g.IO.WantSetMousePos)
9557
0
                continue;
9558
            // Trickling Rule: Stop processing queued events if we already handled a mouse button change
9559
0
            ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY);
9560
0
            if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted))
9561
0
                break;
9562
0
            io.MousePos = event_pos;
9563
0
            io.MouseSource = e->MousePos.MouseSource;
9564
0
            mouse_moved = true;
9565
0
        }
9566
0
        else if (e->Type == ImGuiInputEventType_MouseButton)
9567
0
        {
9568
            // Trickling Rule: Stop processing queued events if we got multiple action on the same button
9569
0
            const ImGuiMouseButton button = e->MouseButton.Button;
9570
0
            IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT);
9571
0
            if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled))
9572
0
                break;
9573
0
            if (trickle_fast_inputs && e->MouseButton.MouseSource == ImGuiMouseSource_TouchScreen && mouse_moved) // #2702: TouchScreen have no initial hover.
9574
0
                break;
9575
0
            io.MouseDown[button] = e->MouseButton.Down;
9576
0
            io.MouseSource = e->MouseButton.MouseSource;
9577
0
            mouse_button_changed |= (1 << button);
9578
0
        }
9579
0
        else if (e->Type == ImGuiInputEventType_MouseWheel)
9580
0
        {
9581
            // Trickling Rule: Stop processing queued events if we got multiple action on the event
9582
0
            if (trickle_fast_inputs && (mouse_moved || mouse_button_changed != 0))
9583
0
                break;
9584
0
            io.MouseWheelH += e->MouseWheel.WheelX;
9585
0
            io.MouseWheel += e->MouseWheel.WheelY;
9586
0
            io.MouseSource = e->MouseWheel.MouseSource;
9587
0
            mouse_wheeled = true;
9588
0
        }
9589
0
        else if (e->Type == ImGuiInputEventType_MouseViewport)
9590
0
        {
9591
0
            io.MouseHoveredViewport = e->MouseViewport.HoveredViewportID;
9592
0
        }
9593
0
        else if (e->Type == ImGuiInputEventType_Key)
9594
0
        {
9595
            // Trickling Rule: Stop processing queued events if we got multiple action on the same button
9596
0
            ImGuiKey key = e->Key.Key;
9597
0
            IM_ASSERT(key != ImGuiKey_None);
9598
0
            ImGuiKeyData* key_data = GetKeyData(key);
9599
0
            const int key_data_index = (int)(key_data - g.IO.KeysData);
9600
0
            if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || text_inputted || mouse_button_changed != 0))
9601
0
                break;
9602
0
            key_data->Down = e->Key.Down;
9603
0
            key_data->AnalogValue = e->Key.AnalogValue;
9604
0
            key_changed = true;
9605
0
            key_changed_mask.SetBit(key_data_index);
9606
9607
            // Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends
9608
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9609
            io.KeysDown[key_data_index] = key_data->Down;
9610
            if (io.KeyMap[key_data_index] != -1)
9611
                io.KeysDown[io.KeyMap[key_data_index]] = key_data->Down;
9612
#endif
9613
0
        }
9614
0
        else if (e->Type == ImGuiInputEventType_Text)
9615
0
        {
9616
            // Trickling Rule: Stop processing queued events if keys/mouse have been interacted with
9617
0
            if (trickle_fast_inputs && ((key_changed && trickle_interleaved_keys_and_text) || mouse_button_changed != 0 || mouse_moved || mouse_wheeled))
9618
0
                break;
9619
0
            unsigned int c = e->Text.Char;
9620
0
            io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID);
9621
0
            if (trickle_interleaved_keys_and_text)
9622
0
                text_inputted = true;
9623
0
        }
9624
0
        else if (e->Type == ImGuiInputEventType_Focus)
9625
0
        {
9626
            // We intentionally overwrite this and process in NewFrame(), in order to give a chance
9627
            // to multi-viewports backends to queue AddFocusEvent(false) + AddFocusEvent(true) in same frame.
9628
0
            const bool focus_lost = !e->AppFocused.Focused;
9629
0
            io.AppFocusLost = focus_lost;
9630
0
        }
9631
0
        else
9632
0
        {
9633
0
            IM_ASSERT(0 && "Unknown event!");
9634
0
        }
9635
0
    }
9636
9637
    // Record trail (for domain-specific applications wanting to access a precise trail)
9638
    //if (event_n != 0) IMGUI_DEBUG_LOG_IO("Processed: %d / Remaining: %d\n", event_n, g.InputEventsQueue.Size - event_n);
9639
0
    for (int n = 0; n < event_n; n++)
9640
0
        g.InputEventsTrail.push_back(g.InputEventsQueue[n]);
9641
9642
    // [DEBUG]
9643
0
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
9644
0
    if (event_n != 0 && (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO))
9645
0
        for (int n = 0; n < g.InputEventsQueue.Size; n++)
9646
0
            DebugPrintInputEvent(n < event_n ? "Processed" : "Remaining", &g.InputEventsQueue[n]);
9647
0
#endif
9648
9649
    // Remaining events will be processed on the next frame
9650
0
    if (event_n == g.InputEventsQueue.Size)
9651
0
        g.InputEventsQueue.resize(0);
9652
0
    else
9653
0
        g.InputEventsQueue.erase(g.InputEventsQueue.Data, g.InputEventsQueue.Data + event_n);
9654
9655
    // Clear buttons state when focus is lost
9656
    // - this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle.
9657
    // - we clear in EndFrame() and not now in order allow application/user code polling this flag
9658
    //   (e.g. custom backend may want to clear additional data, custom widgets may want to react with a "canceling" event).
9659
0
    if (g.IO.AppFocusLost)
9660
0
        g.IO.ClearInputKeys();
9661
0
}
9662
9663
ImGuiID ImGui::GetKeyOwner(ImGuiKey key)
9664
0
{
9665
0
    if (!IsNamedKeyOrModKey(key))
9666
0
        return ImGuiKeyOwner_None;
9667
9668
0
    ImGuiContext& g = *GImGui;
9669
0
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
9670
0
    ImGuiID owner_id = owner_data->OwnerCurr;
9671
9672
0
    if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any)
9673
0
        if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
9674
0
            return ImGuiKeyOwner_None;
9675
9676
0
    return owner_id;
9677
0
}
9678
9679
// TestKeyOwner(..., ID)   : (owner == None || owner == ID)
9680
// TestKeyOwner(..., None) : (owner == None)
9681
// TestKeyOwner(..., Any)  : no owner test
9682
// All paths are also testing for key not being locked, for the rare cases that key have been locked with using ImGuiInputFlags_LockXXX flags.
9683
bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id)
9684
0
{
9685
0
    if (!IsNamedKeyOrModKey(key))
9686
0
        return true;
9687
9688
0
    ImGuiContext& g = *GImGui;
9689
0
    if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any)
9690
0
        if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
9691
0
            return false;
9692
9693
0
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
9694
0
    if (owner_id == ImGuiKeyOwner_Any)
9695
0
        return (owner_data->LockThisFrame == false);
9696
9697
    // Note: SetKeyOwner() sets OwnerCurr. It is not strictly required for most mouse routing overlap (because of ActiveId/HoveredId
9698
    // are acting as filter before this has a chance to filter), but sane as soon as user tries to look into things.
9699
    // Setting OwnerCurr in SetKeyOwner() is more consistent than testing OwnerNext here: would be inconsistent with getter and other functions.
9700
0
    if (owner_data->OwnerCurr != owner_id)
9701
0
    {
9702
0
        if (owner_data->LockThisFrame)
9703
0
            return false;
9704
0
        if (owner_data->OwnerCurr != ImGuiKeyOwner_None)
9705
0
            return false;
9706
0
    }
9707
9708
0
    return true;
9709
0
}
9710
9711
// _LockXXX flags are useful to lock keys away from code which is not input-owner aware.
9712
// When using _LockXXX flags, you can use ImGuiKeyOwner_Any to lock keys from everyone.
9713
// - SetKeyOwner(..., None)              : clears owner
9714
// - SetKeyOwner(..., Any, !Lock)        : illegal (assert)
9715
// - SetKeyOwner(..., Any or None, Lock) : set lock
9716
void ImGui::SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
9717
0
{
9718
0
    IM_ASSERT(IsNamedKeyOrModKey(key) && (owner_id != ImGuiKeyOwner_Any || (flags & (ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease)))); // Can only use _Any with _LockXXX flags (to eat a key away without an ID to retrieve it)
9719
0
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetKeyOwner) == 0); // Passing flags not supported by this function!
9720
9721
0
    ImGuiContext& g = *GImGui;
9722
0
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
9723
0
    owner_data->OwnerCurr = owner_data->OwnerNext = owner_id;
9724
9725
    // We cannot lock by default as it would likely break lots of legacy code.
9726
    // In the case of using LockUntilRelease while key is not down we still lock during the frame (no key_data->Down test)
9727
0
    owner_data->LockUntilRelease = (flags & ImGuiInputFlags_LockUntilRelease) != 0;
9728
0
    owner_data->LockThisFrame = (flags & ImGuiInputFlags_LockThisFrame) != 0 || (owner_data->LockUntilRelease);
9729
0
}
9730
9731
// Rarely used helper
9732
void ImGui::SetKeyOwnersForKeyChord(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
9733
0
{
9734
0
    if (key_chord & ImGuiMod_Ctrl)      { SetKeyOwner(ImGuiMod_Ctrl, owner_id, flags); }
9735
0
    if (key_chord & ImGuiMod_Shift)     { SetKeyOwner(ImGuiMod_Shift, owner_id, flags); }
9736
0
    if (key_chord & ImGuiMod_Alt)       { SetKeyOwner(ImGuiMod_Alt, owner_id, flags); }
9737
0
    if (key_chord & ImGuiMod_Super)     { SetKeyOwner(ImGuiMod_Super, owner_id, flags); }
9738
0
    if (key_chord & ImGuiMod_Shortcut)  { SetKeyOwner(ImGuiMod_Shortcut, owner_id, flags); }
9739
0
    if (key_chord & ~ImGuiMod_Mask_)    { SetKeyOwner((ImGuiKey)(key_chord & ~ImGuiMod_Mask_), owner_id, flags); }
9740
0
}
9741
9742
// This is more or less equivalent to:
9743
//   if (IsItemHovered() || IsItemActive())
9744
//       SetKeyOwner(key, GetItemID());
9745
// Extensive uses of that (e.g. many calls for a single item) may want to manually perform the tests once and then call SetKeyOwner() multiple times.
9746
// More advanced usage scenarios may want to call SetKeyOwner() manually based on different condition.
9747
// Worth noting is that only one item can be hovered and only one item can be active, therefore this usage pattern doesn't need to bother with routing and priority.
9748
void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags)
9749
0
{
9750
0
    ImGuiContext& g = *GImGui;
9751
0
    ImGuiID id = g.LastItemData.ID;
9752
0
    if (id == 0 || (g.HoveredId != id && g.ActiveId != id))
9753
0
        return;
9754
0
    if ((flags & ImGuiInputFlags_CondMask_) == 0)
9755
0
        flags |= ImGuiInputFlags_CondDefault_;
9756
0
    if ((g.HoveredId == id && (flags & ImGuiInputFlags_CondHovered)) || (g.ActiveId == id && (flags & ImGuiInputFlags_CondActive)))
9757
0
    {
9758
0
        IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetItemKeyOwner) == 0); // Passing flags not supported by this function!
9759
0
        SetKeyOwner(key, id, flags & ~ImGuiInputFlags_CondMask_);
9760
0
    }
9761
0
}
9762
9763
bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
9764
0
{
9765
0
    ImGuiContext& g = *GImGui;
9766
9767
    // When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any.
9768
0
    if ((flags & ImGuiInputFlags_RouteMask_) == 0)
9769
0
        flags |= ImGuiInputFlags_RouteFocused;
9770
0
    if (!SetShortcutRouting(key_chord, owner_id, flags))
9771
0
        return false;
9772
9773
0
    if (key_chord & ImGuiMod_Shortcut)
9774
0
        key_chord = ConvertShortcutMod(key_chord);
9775
0
    ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
9776
0
    if (g.IO.KeyMods != mods)
9777
0
        return false;
9778
9779
    // Special storage location for mods
9780
0
    ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
9781
0
    if (key == ImGuiKey_None)
9782
0
        key = ConvertSingleModFlagToKey(&g, mods);
9783
9784
0
    if (!IsKeyPressed(key, owner_id, (flags & (ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateMask_))))
9785
0
        return false;
9786
0
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function!
9787
9788
0
    return true;
9789
0
}
9790
9791
9792
//-----------------------------------------------------------------------------
9793
// [SECTION] ERROR CHECKING
9794
//-----------------------------------------------------------------------------
9795
9796
// Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui.
9797
// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit
9798
// If this triggers you have an issue:
9799
// - Most commonly: mismatched headers and compiled code version.
9800
// - Or: mismatched configuration #define, compilation settings, packing pragma etc.
9801
//   The configuration settings mentioned in imconfig.h must be set for all compilation units involved with Dear ImGui,
9802
//   which is way it is required you put them in your imconfig file (and not just before including imgui.h).
9803
//   Otherwise it is possible that different compilation units would see different structure layout
9804
bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx)
9805
0
{
9806
0
    bool error = false;
9807
0
    if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && "Mismatched version string!"); }
9808
0
    if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); }
9809
0
    if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); }
9810
0
    if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); }
9811
0
    if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); }
9812
0
    if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); }
9813
0
    if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); }
9814
0
    return !error;
9815
0
}
9816
9817
// Until 1.89 (IMGUI_VERSION_NUM < 18814) it was legal to use SetCursorPos() to extend the boundary of a parent (e.g. window or table cell)
9818
// This is causing issues and ambiguity and we need to retire that.
9819
// See https://github.com/ocornut/imgui/issues/5548 for more details.
9820
// [Scenario 1]
9821
//  Previously this would make the window content size ~200x200:
9822
//    Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();  // NOT OK
9823
//  Instead, please submit an item:
9824
//    Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); // OK
9825
//  Alternative:
9826
//    Begin(...) + Dummy(ImVec2(200,200)) + End(); // OK
9827
// [Scenario 2]
9828
//  For reference this is one of the issue what we aim to fix with this change:
9829
//    BeginGroup() + SomeItem("foobar") + SetCursorScreenPos(GetCursorScreenPos()) + EndGroup()
9830
//  The previous logic made SetCursorScreenPos(GetCursorScreenPos()) have a side-effect! It would erroneously incorporate ItemSpacing.y after the item into content size, making the group taller!
9831
//  While this code is a little twisted, no-one would expect SetXXX(GetXXX()) to have a side-effect. Using vertical alignment patterns could trigger this issue.
9832
void ImGui::ErrorCheckUsingSetCursorPosToExtendParentBoundaries()
9833
0
{
9834
0
    ImGuiContext& g = *GImGui;
9835
0
    ImGuiWindow* window = g.CurrentWindow;
9836
0
    IM_ASSERT(window->DC.IsSetPos);
9837
0
    window->DC.IsSetPos = false;
9838
0
#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
9839
0
    if (window->DC.CursorPos.x <= window->DC.CursorMaxPos.x && window->DC.CursorPos.y <= window->DC.CursorMaxPos.y)
9840
0
        return;
9841
0
    if (window->SkipItems)
9842
0
        return;
9843
0
    IM_ASSERT(0 && "Code uses SetCursorPos()/SetCursorScreenPos() to extend window/parent boundaries. Please submit an item e.g. Dummy() to validate extent.");
9844
#else
9845
    window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
9846
#endif
9847
0
}
9848
9849
static void ImGui::ErrorCheckNewFrameSanityChecks()
9850
0
{
9851
0
    ImGuiContext& g = *GImGui;
9852
9853
    // Check user IM_ASSERT macro
9854
    // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means your assert macro is incorrectly defined!
9855
    //  If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block.
9856
    //  This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.)
9857
    // #define IM_ASSERT(EXPR)   if (SomeCode(EXPR)) SomeMoreCode();                    // Wrong!
9858
    // #define IM_ASSERT(EXPR)   do { if (SomeCode(EXPR)) SomeMoreCode(); } while (0)   // Correct!
9859
0
    if (true) IM_ASSERT(1); else IM_ASSERT(0);
9860
9861
    // Emscripten backends are often imprecise in their submission of DeltaTime. (#6114, #3644)
9862
    // Ideally the Emscripten app/backend should aim to fix or smooth this value and avoid feeding zero, but we tolerate it.
9863
#ifdef __EMSCRIPTEN__
9864
    if (g.IO.DeltaTime <= 0.0f && g.FrameCount > 0)
9865
        g.IO.DeltaTime = 0.00001f;
9866
#endif
9867
9868
    // Check user data
9869
    // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument)
9870
0
    IM_ASSERT(g.Initialized);
9871
0
    IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0)              && "Need a positive DeltaTime!");
9872
0
    IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount)  && "Forgot to call Render() or EndFrame() at the end of the previous frame?");
9873
0
    IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f  && "Invalid DisplaySize value!");
9874
0
    IM_ASSERT(g.IO.Fonts->IsBuilt()                                     && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()");
9875
0
    IM_ASSERT(g.Style.CurveTessellationTol > 0.0f                       && "Invalid style setting!");
9876
0
    IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f                 && "Invalid style setting!");
9877
0
    IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f            && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations
9878
0
    IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting.");
9879
0
    IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);
9880
0
    IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right);
9881
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9882
    for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_COUNT; n++)
9883
        IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < ImGuiKey_LegacyNativeKey_END && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)");
9884
9885
    // Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP)
9886
    if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && g.IO.BackendUsingLegacyKeyArrays == 1)
9887
        IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation.");
9888
#endif
9889
9890
    // Check: the io.ConfigWindowsResizeFromEdges option requires backend to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly.
9891
0
    if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors))
9892
0
        g.IO.ConfigWindowsResizeFromEdges = false;
9893
9894
    // Perform simple check: error if Docking or Viewport are enabled _exactly_ on frame 1 (instead of frame 0 or later), which is a common error leading to loss of .ini data.
9895
0
    if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_DockingEnable) == 0)
9896
0
        IM_ASSERT(0 && "Please set DockingEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!");
9897
0
    if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable) == 0)
9898
0
        IM_ASSERT(0 && "Please set ViewportsEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!");
9899
9900
    // Perform simple checks: multi-viewport and platform windows support
9901
0
    if (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
9902
0
    {
9903
0
        if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports))
9904
0
        {
9905
0
            IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()? Check examples/ applications for reference.");
9906
0
            IM_ASSERT(g.PlatformIO.Platform_CreateWindow  != NULL && "Platform init didn't install handlers?");
9907
0
            IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?");
9908
0
            IM_ASSERT(g.PlatformIO.Platform_GetWindowPos  != NULL && "Platform init didn't install handlers?");
9909
0
            IM_ASSERT(g.PlatformIO.Platform_SetWindowPos  != NULL && "Platform init didn't install handlers?");
9910
0
            IM_ASSERT(g.PlatformIO.Platform_GetWindowSize != NULL && "Platform init didn't install handlers?");
9911
0
            IM_ASSERT(g.PlatformIO.Platform_SetWindowSize != NULL && "Platform init didn't install handlers?");
9912
0
            IM_ASSERT(g.PlatformIO.Monitors.Size > 0 && "Platform init didn't setup Monitors list?");
9913
0
            IM_ASSERT((g.Viewports[0]->PlatformUserData != NULL || g.Viewports[0]->PlatformHandle != NULL) && "Platform init didn't setup main viewport.");
9914
0
            if (g.IO.ConfigDockingTransparentPayload && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
9915
0
                IM_ASSERT(g.PlatformIO.Platform_SetWindowAlpha != NULL && "Platform_SetWindowAlpha handler is required to use io.ConfigDockingTransparent!");
9916
0
        }
9917
0
        else
9918
0
        {
9919
            // Disable feature, our backends do not support it
9920
0
            g.IO.ConfigFlags &= ~ImGuiConfigFlags_ViewportsEnable;
9921
0
        }
9922
9923
        // Perform simple checks on platform monitor data + compute a total bounding box for quick early outs
9924
0
        for (ImGuiPlatformMonitor& mon : g.PlatformIO.Monitors)
9925
0
        {
9926
0
            IM_UNUSED(mon);
9927
0
            IM_ASSERT(mon.MainSize.x > 0.0f && mon.MainSize.y > 0.0f && "Monitor main bounds not setup properly.");
9928
0
            IM_ASSERT(ImRect(mon.MainPos, mon.MainPos + mon.MainSize).Contains(ImRect(mon.WorkPos, mon.WorkPos + mon.WorkSize)) && "Monitor work bounds not setup properly. If you don't have work area information, just copy MainPos/MainSize into them.");
9929
0
            IM_ASSERT(mon.DpiScale != 0.0f);
9930
0
        }
9931
0
    }
9932
0
}
9933
9934
static void ImGui::ErrorCheckEndFrameSanityChecks()
9935
0
{
9936
0
    ImGuiContext& g = *GImGui;
9937
9938
    // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame()
9939
    // One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame().
9940
    // It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will
9941
    // send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs.
9942
    // We silently accommodate for this case by ignoring the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0),
9943
    // while still correctly asserting on mid-frame key press events.
9944
0
    const ImGuiKeyChord key_mods = GetMergedModsFromKeys();
9945
0
    IM_ASSERT((key_mods == 0 || g.IO.KeyMods == key_mods) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods");
9946
0
    IM_UNUSED(key_mods);
9947
9948
    // [EXPERIMENTAL] Recover from errors: You may call this yourself before EndFrame().
9949
    //ErrorCheckEndFrameRecover();
9950
9951
    // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you
9952
    // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API).
9953
0
    if (g.CurrentWindowStack.Size != 1)
9954
0
    {
9955
0
        if (g.CurrentWindowStack.Size > 1)
9956
0
        {
9957
0
            ImGuiWindow* window = g.CurrentWindowStack.back().Window; // <-- This window was not Ended!
9958
0
            IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?");
9959
0
            IM_UNUSED(window);
9960
0
            while (g.CurrentWindowStack.Size > 1)
9961
0
                End();
9962
0
        }
9963
0
        else
9964
0
        {
9965
0
            IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?");
9966
0
        }
9967
0
    }
9968
9969
0
    IM_ASSERT_USER_ERROR(g.GroupStack.Size == 0, "Missing EndGroup call!");
9970
0
}
9971
9972
// Experimental recovery from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls.
9973
// Must be called during or before EndFrame().
9974
// This is generally flawed as we are not necessarily End/Popping things in the right order.
9975
// FIXME: Can't recover from inside BeginTabItem/EndTabItem yet.
9976
// FIXME: Can't recover from interleaved BeginTabBar/Begin
9977
void    ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data)
9978
0
{
9979
    // PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations"
9980
0
    ImGuiContext& g = *GImGui;
9981
0
    while (g.CurrentWindowStack.Size > 0) //-V1044
9982
0
    {
9983
0
        ErrorCheckEndWindowRecover(log_callback, user_data);
9984
0
        ImGuiWindow* window = g.CurrentWindow;
9985
0
        if (g.CurrentWindowStack.Size == 1)
9986
0
        {
9987
0
            IM_ASSERT(window->IsFallbackWindow);
9988
0
            break;
9989
0
        }
9990
0
        if (window->Flags & ImGuiWindowFlags_ChildWindow)
9991
0
        {
9992
0
            if (log_callback) log_callback(user_data, "Recovered from missing EndChild() for '%s'", window->Name);
9993
0
            EndChild();
9994
0
        }
9995
0
        else
9996
0
        {
9997
0
            if (log_callback) log_callback(user_data, "Recovered from missing End() for '%s'", window->Name);
9998
0
            End();
9999
0
        }
10000
0
    }
10001
0
}
10002
10003
// Must be called before End()/EndChild()
10004
void    ImGui::ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data)
10005
0
{
10006
0
    ImGuiContext& g = *GImGui;
10007
0
    while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow))
10008
0
    {
10009
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndTable() in '%s'", g.CurrentTable->OuterWindow->Name);
10010
0
        EndTable();
10011
0
    }
10012
10013
0
    ImGuiWindow* window = g.CurrentWindow;
10014
0
    ImGuiStackSizes* stack_sizes = &g.CurrentWindowStack.back().StackSizesOnBegin;
10015
0
    IM_ASSERT(window != NULL);
10016
0
    while (g.CurrentTabBar != NULL) //-V1044
10017
0
    {
10018
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndTabBar() in '%s'", window->Name);
10019
0
        EndTabBar();
10020
0
    }
10021
0
    while (window->DC.TreeDepth > 0)
10022
0
    {
10023
0
        if (log_callback) log_callback(user_data, "Recovered from missing TreePop() in '%s'", window->Name);
10024
0
        TreePop();
10025
0
    }
10026
0
    while (g.GroupStack.Size > stack_sizes->SizeOfGroupStack) //-V1044
10027
0
    {
10028
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndGroup() in '%s'", window->Name);
10029
0
        EndGroup();
10030
0
    }
10031
0
    while (window->IDStack.Size > 1)
10032
0
    {
10033
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopID() in '%s'", window->Name);
10034
0
        PopID();
10035
0
    }
10036
0
    while (g.DisabledStackSize > stack_sizes->SizeOfDisabledStack) //-V1044
10037
0
    {
10038
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndDisabled() in '%s'", window->Name);
10039
0
        EndDisabled();
10040
0
    }
10041
0
    while (g.ColorStack.Size > stack_sizes->SizeOfColorStack)
10042
0
    {
10043
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopStyleColor() in '%s' for ImGuiCol_%s", window->Name, GetStyleColorName(g.ColorStack.back().Col));
10044
0
        PopStyleColor();
10045
0
    }
10046
0
    while (g.ItemFlagsStack.Size > stack_sizes->SizeOfItemFlagsStack) //-V1044
10047
0
    {
10048
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopItemFlag() in '%s'", window->Name);
10049
0
        PopItemFlag();
10050
0
    }
10051
0
    while (g.StyleVarStack.Size > stack_sizes->SizeOfStyleVarStack) //-V1044
10052
0
    {
10053
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopStyleVar() in '%s'", window->Name);
10054
0
        PopStyleVar();
10055
0
    }
10056
0
    while (g.FontStack.Size > stack_sizes->SizeOfFontStack) //-V1044
10057
0
    {
10058
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopFont() in '%s'", window->Name);
10059
0
        PopFont();
10060
0
    }
10061
0
    while (g.FocusScopeStack.Size > stack_sizes->SizeOfFocusScopeStack + 1) //-V1044
10062
0
    {
10063
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopFocusScope() in '%s'", window->Name);
10064
0
        PopFocusScope();
10065
0
    }
10066
0
}
10067
10068
// Save current stack sizes for later compare
10069
void ImGuiStackSizes::SetToContextState(ImGuiContext* ctx)
10070
0
{
10071
0
    ImGuiContext& g = *ctx;
10072
0
    ImGuiWindow* window = g.CurrentWindow;
10073
0
    SizeOfIDStack = (short)window->IDStack.Size;
10074
0
    SizeOfColorStack = (short)g.ColorStack.Size;
10075
0
    SizeOfStyleVarStack = (short)g.StyleVarStack.Size;
10076
0
    SizeOfFontStack = (short)g.FontStack.Size;
10077
0
    SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size;
10078
0
    SizeOfGroupStack = (short)g.GroupStack.Size;
10079
0
    SizeOfItemFlagsStack = (short)g.ItemFlagsStack.Size;
10080
0
    SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size;
10081
0
    SizeOfDisabledStack = (short)g.DisabledStackSize;
10082
0
}
10083
10084
// Compare to detect usage errors
10085
void ImGuiStackSizes::CompareWithContextState(ImGuiContext* ctx)
10086
0
{
10087
0
    ImGuiContext& g = *ctx;
10088
0
    ImGuiWindow* window = g.CurrentWindow;
10089
0
    IM_UNUSED(window);
10090
10091
    // Window stacks
10092
    // NOT checking: DC.ItemWidth, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin)
10093
0
    IM_ASSERT(SizeOfIDStack         == window->IDStack.Size     && "PushID/PopID or TreeNode/TreePop Mismatch!");
10094
10095
    // Global stacks
10096
    // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them.
10097
0
    IM_ASSERT(SizeOfGroupStack      == g.GroupStack.Size        && "BeginGroup/EndGroup Mismatch!");
10098
0
    IM_ASSERT(SizeOfBeginPopupStack == g.BeginPopupStack.Size   && "BeginPopup/EndPopup or BeginMenu/EndMenu Mismatch!");
10099
0
    IM_ASSERT(SizeOfDisabledStack   == g.DisabledStackSize      && "BeginDisabled/EndDisabled Mismatch!");
10100
0
    IM_ASSERT(SizeOfItemFlagsStack  >= g.ItemFlagsStack.Size    && "PushItemFlag/PopItemFlag Mismatch!");
10101
0
    IM_ASSERT(SizeOfColorStack      >= g.ColorStack.Size        && "PushStyleColor/PopStyleColor Mismatch!");
10102
0
    IM_ASSERT(SizeOfStyleVarStack   >= g.StyleVarStack.Size     && "PushStyleVar/PopStyleVar Mismatch!");
10103
0
    IM_ASSERT(SizeOfFontStack       >= g.FontStack.Size         && "PushFont/PopFont Mismatch!");
10104
0
    IM_ASSERT(SizeOfFocusScopeStack == g.FocusScopeStack.Size   && "PushFocusScope/PopFocusScope Mismatch!");
10105
0
}
10106
10107
10108
//-----------------------------------------------------------------------------
10109
// [SECTION] LAYOUT
10110
//-----------------------------------------------------------------------------
10111
// - ItemSize()
10112
// - ItemAdd()
10113
// - SameLine()
10114
// - GetCursorScreenPos()
10115
// - SetCursorScreenPos()
10116
// - GetCursorPos(), GetCursorPosX(), GetCursorPosY()
10117
// - SetCursorPos(), SetCursorPosX(), SetCursorPosY()
10118
// - GetCursorStartPos()
10119
// - Indent()
10120
// - Unindent()
10121
// - SetNextItemWidth()
10122
// - PushItemWidth()
10123
// - PushMultiItemsWidths()
10124
// - PopItemWidth()
10125
// - CalcItemWidth()
10126
// - CalcItemSize()
10127
// - GetTextLineHeight()
10128
// - GetTextLineHeightWithSpacing()
10129
// - GetFrameHeight()
10130
// - GetFrameHeightWithSpacing()
10131
// - GetContentRegionMax()
10132
// - GetContentRegionMaxAbs() [Internal]
10133
// - GetContentRegionAvail(),
10134
// - GetWindowContentRegionMin(), GetWindowContentRegionMax()
10135
// - BeginGroup()
10136
// - EndGroup()
10137
// Also see in imgui_widgets: tab bars, and in imgui_tables: tables, columns.
10138
//-----------------------------------------------------------------------------
10139
10140
// Advance cursor given item size for layout.
10141
// Register minimum needed size so it can extend the bounding box used for auto-fit calculation.
10142
// See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different.
10143
void ImGui::ItemSize(const ImVec2& size, float text_baseline_y)
10144
0
{
10145
0
    ImGuiContext& g = *GImGui;
10146
0
    ImGuiWindow* window = g.CurrentWindow;
10147
0
    if (window->SkipItems)
10148
0
        return;
10149
10150
    // We increase the height in this function to accommodate for baseline offset.
10151
    // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor,
10152
    // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect.
10153
0
    const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f;
10154
10155
0
    const float line_y1 = window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y;
10156
0
    const float line_height = ImMax(window->DC.CurrLineSize.y, /*ImMax(*/window->DC.CursorPos.y - line_y1/*, 0.0f)*/ + size.y + offset_to_match_baseline_y);
10157
10158
    // Always align ourselves on pixel boundaries
10159
    //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG]
10160
0
    window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x;
10161
0
    window->DC.CursorPosPrevLine.y = line_y1;
10162
0
    window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);    // Next line
10163
0
    window->DC.CursorPos.y = IM_TRUNC(line_y1 + line_height + g.Style.ItemSpacing.y);                       // Next line
10164
0
    window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x);
10165
0
    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y);
10166
    //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG]
10167
10168
0
    window->DC.PrevLineSize.y = line_height;
10169
0
    window->DC.CurrLineSize.y = 0.0f;
10170
0
    window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y);
10171
0
    window->DC.CurrLineTextBaseOffset = 0.0f;
10172
0
    window->DC.IsSameLine = window->DC.IsSetPos = false;
10173
10174
    // Horizontal layout mode
10175
0
    if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
10176
0
        SameLine();
10177
0
}
10178
10179
// Declare item bounding box for clipping and interaction.
10180
// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface
10181
// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction.
10182
bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags)
10183
0
{
10184
0
    ImGuiContext& g = *GImGui;
10185
0
    ImGuiWindow* window = g.CurrentWindow;
10186
10187
    // Set item data
10188
    // (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set)
10189
0
    g.LastItemData.ID = id;
10190
0
    g.LastItemData.Rect = bb;
10191
0
    g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb;
10192
0
    g.LastItemData.InFlags = g.CurrentItemFlags | g.NextItemData.ItemFlags | extra_flags;
10193
0
    g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None;
10194
    // Note: we don't copy 'g.NextItemData.SelectionUserData' to an hypothetical g.LastItemData.SelectionUserData: since the former is not cleared.
10195
10196
    // Directional navigation processing
10197
0
    if (id != 0)
10198
0
    {
10199
0
        KeepAliveID(id);
10200
10201
        // Runs prior to clipping early-out
10202
        //  (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget
10203
        //  (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests
10204
        //      unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of
10205
        //      thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame.
10206
        //      We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able
10207
        //      to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick).
10208
        // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null.
10209
        // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere.
10210
0
        if (!(g.LastItemData.InFlags & ImGuiItemFlags_NoNav))
10211
0
        {
10212
0
            window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent);
10213
0
            if (g.NavId == id || g.NavAnyRequest)
10214
0
                if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)
10215
0
                    if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))
10216
0
                        NavProcessItem();
10217
0
        }
10218
10219
        // [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something".
10220
        // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something".
10221
        // READ THE FAQ: https://dearimgui.com/faq
10222
0
        IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!");
10223
0
    }
10224
0
    g.NextItemData.Flags = ImGuiNextItemDataFlags_None;
10225
0
    g.NextItemData.ItemFlags = ImGuiItemFlags_None;
10226
10227
#ifdef IMGUI_ENABLE_TEST_ENGINE
10228
    if (id != 0)
10229
        IMGUI_TEST_ENGINE_ITEM_ADD(id, g.LastItemData.NavRect, &g.LastItemData);
10230
#endif
10231
10232
    // Clipping test
10233
    // (FIXME: This is a modified copy of IsClippedEx() so we can reuse the is_rect_visible value)
10234
    //const bool is_clipped = IsClippedEx(bb, id);
10235
    //if (is_clipped)
10236
    //    return false;
10237
0
    const bool is_rect_visible = bb.Overlaps(window->ClipRect);
10238
0
    if (!is_rect_visible)
10239
0
        if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId))
10240
0
            if (!g.LogEnabled)
10241
0
                return false;
10242
10243
    // [DEBUG]
10244
0
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
10245
0
    if (id != 0 && id == g.DebugLocateId)
10246
0
        DebugLocateItemResolveWithLastItem();
10247
0
#endif
10248
    //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG]
10249
    //if ((g.LastItemData.InFlags & ImGuiItemFlags_NoNav) == 0)
10250
    //    window->DrawList->AddRect(g.LastItemData.NavRect.Min, g.LastItemData.NavRect.Max, IM_COL32(255,255,0,255)); // [DEBUG]
10251
10252
    // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them)
10253
0
    if (is_rect_visible)
10254
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Visible;
10255
0
    if (IsMouseHoveringRect(bb.Min, bb.Max))
10256
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect;
10257
0
    return true;
10258
0
}
10259
10260
// Gets back to previous line and continue with horizontal layout
10261
//      offset_from_start_x == 0 : follow right after previous item
10262
//      offset_from_start_x != 0 : align to specified x position (relative to window/group left)
10263
//      spacing_w < 0            : use default spacing if offset_from_start_x == 0, no spacing if offset_from_start_x != 0
10264
//      spacing_w >= 0           : enforce spacing amount
10265
void ImGui::SameLine(float offset_from_start_x, float spacing_w)
10266
0
{
10267
0
    ImGuiContext& g = *GImGui;
10268
0
    ImGuiWindow* window = g.CurrentWindow;
10269
0
    if (window->SkipItems)
10270
0
        return;
10271
10272
0
    if (offset_from_start_x != 0.0f)
10273
0
    {
10274
0
        if (spacing_w < 0.0f)
10275
0
            spacing_w = 0.0f;
10276
0
        window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x;
10277
0
        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
10278
0
    }
10279
0
    else
10280
0
    {
10281
0
        if (spacing_w < 0.0f)
10282
0
            spacing_w = g.Style.ItemSpacing.x;
10283
0
        window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w;
10284
0
        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
10285
0
    }
10286
0
    window->DC.CurrLineSize = window->DC.PrevLineSize;
10287
0
    window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;
10288
0
    window->DC.IsSameLine = true;
10289
0
}
10290
10291
ImVec2 ImGui::GetCursorScreenPos()
10292
0
{
10293
0
    ImGuiWindow* window = GetCurrentWindowRead();
10294
0
    return window->DC.CursorPos;
10295
0
}
10296
10297
void ImGui::SetCursorScreenPos(const ImVec2& pos)
10298
0
{
10299
0
    ImGuiWindow* window = GetCurrentWindow();
10300
0
    window->DC.CursorPos = pos;
10301
    //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
10302
0
    window->DC.IsSetPos = true;
10303
0
}
10304
10305
// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient.
10306
// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'.
10307
ImVec2 ImGui::GetCursorPos()
10308
0
{
10309
0
    ImGuiWindow* window = GetCurrentWindowRead();
10310
0
    return window->DC.CursorPos - window->Pos + window->Scroll;
10311
0
}
10312
10313
float ImGui::GetCursorPosX()
10314
0
{
10315
0
    ImGuiWindow* window = GetCurrentWindowRead();
10316
0
    return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x;
10317
0
}
10318
10319
float ImGui::GetCursorPosY()
10320
0
{
10321
0
    ImGuiWindow* window = GetCurrentWindowRead();
10322
0
    return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y;
10323
0
}
10324
10325
void ImGui::SetCursorPos(const ImVec2& local_pos)
10326
0
{
10327
0
    ImGuiWindow* window = GetCurrentWindow();
10328
0
    window->DC.CursorPos = window->Pos - window->Scroll + local_pos;
10329
    //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
10330
0
    window->DC.IsSetPos = true;
10331
0
}
10332
10333
void ImGui::SetCursorPosX(float x)
10334
0
{
10335
0
    ImGuiWindow* window = GetCurrentWindow();
10336
0
    window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x;
10337
    //window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x);
10338
0
    window->DC.IsSetPos = true;
10339
0
}
10340
10341
void ImGui::SetCursorPosY(float y)
10342
0
{
10343
0
    ImGuiWindow* window = GetCurrentWindow();
10344
0
    window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y;
10345
    //window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y);
10346
0
    window->DC.IsSetPos = true;
10347
0
}
10348
10349
ImVec2 ImGui::GetCursorStartPos()
10350
0
{
10351
0
    ImGuiWindow* window = GetCurrentWindowRead();
10352
0
    return window->DC.CursorStartPos - window->Pos;
10353
0
}
10354
10355
void ImGui::Indent(float indent_w)
10356
0
{
10357
0
    ImGuiContext& g = *GImGui;
10358
0
    ImGuiWindow* window = GetCurrentWindow();
10359
0
    window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
10360
0
    window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
10361
0
}
10362
10363
void ImGui::Unindent(float indent_w)
10364
0
{
10365
0
    ImGuiContext& g = *GImGui;
10366
0
    ImGuiWindow* window = GetCurrentWindow();
10367
0
    window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
10368
0
    window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
10369
0
}
10370
10371
// Affect large frame+labels widgets only.
10372
void ImGui::SetNextItemWidth(float item_width)
10373
0
{
10374
0
    ImGuiContext& g = *GImGui;
10375
0
    g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth;
10376
0
    g.NextItemData.Width = item_width;
10377
0
}
10378
10379
// FIXME: Remove the == 0.0f behavior?
10380
void ImGui::PushItemWidth(float item_width)
10381
0
{
10382
0
    ImGuiContext& g = *GImGui;
10383
0
    ImGuiWindow* window = g.CurrentWindow;
10384
0
    window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width
10385
0
    window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width);
10386
0
    g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
10387
0
}
10388
10389
void ImGui::PushMultiItemsWidths(int components, float w_full)
10390
0
{
10391
0
    ImGuiContext& g = *GImGui;
10392
0
    ImGuiWindow* window = g.CurrentWindow;
10393
0
    const ImGuiStyle& style = g.Style;
10394
0
    const float w_item_one  = ImMax(1.0f, IM_TRUNC((w_full - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components));
10395
0
    const float w_item_last = ImMax(1.0f, IM_TRUNC(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components - 1)));
10396
0
    window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width
10397
0
    window->DC.ItemWidthStack.push_back(w_item_last);
10398
0
    for (int i = 0; i < components - 2; i++)
10399
0
        window->DC.ItemWidthStack.push_back(w_item_one);
10400
0
    window->DC.ItemWidth = (components == 1) ? w_item_last : w_item_one;
10401
0
    g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
10402
0
}
10403
10404
void ImGui::PopItemWidth()
10405
0
{
10406
0
    ImGuiWindow* window = GetCurrentWindow();
10407
0
    window->DC.ItemWidth = window->DC.ItemWidthStack.back();
10408
0
    window->DC.ItemWidthStack.pop_back();
10409
0
}
10410
10411
// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth().
10412
// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags()
10413
float ImGui::CalcItemWidth()
10414
0
{
10415
0
    ImGuiContext& g = *GImGui;
10416
0
    ImGuiWindow* window = g.CurrentWindow;
10417
0
    float w;
10418
0
    if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth)
10419
0
        w = g.NextItemData.Width;
10420
0
    else
10421
0
        w = window->DC.ItemWidth;
10422
0
    if (w < 0.0f)
10423
0
    {
10424
0
        float region_max_x = GetContentRegionMaxAbs().x;
10425
0
        w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w);
10426
0
    }
10427
0
    w = IM_TRUNC(w);
10428
0
    return w;
10429
0
}
10430
10431
// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth().
10432
// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical.
10433
// Note that only CalcItemWidth() is publicly exposed.
10434
// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable)
10435
ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h)
10436
0
{
10437
0
    ImGuiContext& g = *GImGui;
10438
0
    ImGuiWindow* window = g.CurrentWindow;
10439
10440
0
    ImVec2 region_max;
10441
0
    if (size.x < 0.0f || size.y < 0.0f)
10442
0
        region_max = GetContentRegionMaxAbs();
10443
10444
0
    if (size.x == 0.0f)
10445
0
        size.x = default_w;
10446
0
    else if (size.x < 0.0f)
10447
0
        size.x = ImMax(4.0f, region_max.x - window->DC.CursorPos.x + size.x);
10448
10449
0
    if (size.y == 0.0f)
10450
0
        size.y = default_h;
10451
0
    else if (size.y < 0.0f)
10452
0
        size.y = ImMax(4.0f, region_max.y - window->DC.CursorPos.y + size.y);
10453
10454
0
    return size;
10455
0
}
10456
10457
float ImGui::GetTextLineHeight()
10458
0
{
10459
0
    ImGuiContext& g = *GImGui;
10460
0
    return g.FontSize;
10461
0
}
10462
10463
float ImGui::GetTextLineHeightWithSpacing()
10464
0
{
10465
0
    ImGuiContext& g = *GImGui;
10466
0
    return g.FontSize + g.Style.ItemSpacing.y;
10467
0
}
10468
10469
float ImGui::GetFrameHeight()
10470
0
{
10471
0
    ImGuiContext& g = *GImGui;
10472
0
    return g.FontSize + g.Style.FramePadding.y * 2.0f;
10473
0
}
10474
10475
float ImGui::GetFrameHeightWithSpacing()
10476
0
{
10477
0
    ImGuiContext& g = *GImGui;
10478
0
    return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y;
10479
0
}
10480
10481
// FIXME: All the Contents Region function are messy or misleading. WE WILL AIM TO OBSOLETE ALL OF THEM WITH A NEW "WORK RECT" API. Thanks for your patience!
10482
10483
// FIXME: This is in window space (not screen space!).
10484
ImVec2 ImGui::GetContentRegionMax()
10485
0
{
10486
0
    ImGuiContext& g = *GImGui;
10487
0
    ImGuiWindow* window = g.CurrentWindow;
10488
0
    ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max;
10489
0
    return mx - window->Pos;
10490
0
}
10491
10492
// [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features.
10493
ImVec2 ImGui::GetContentRegionMaxAbs()
10494
0
{
10495
0
    ImGuiContext& g = *GImGui;
10496
0
    ImGuiWindow* window = g.CurrentWindow;
10497
0
    ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max;
10498
0
    return mx;
10499
0
}
10500
10501
ImVec2 ImGui::GetContentRegionAvail()
10502
0
{
10503
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10504
0
    return GetContentRegionMaxAbs() - window->DC.CursorPos;
10505
0
}
10506
10507
// In window space (not screen space!)
10508
ImVec2 ImGui::GetWindowContentRegionMin()
10509
0
{
10510
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10511
0
    return window->ContentRegionRect.Min - window->Pos;
10512
0
}
10513
10514
ImVec2 ImGui::GetWindowContentRegionMax()
10515
0
{
10516
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10517
0
    return window->ContentRegionRect.Max - window->Pos;
10518
0
}
10519
10520
// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
10521
// Groups are currently a mishmash of functionalities which should perhaps be clarified and separated.
10522
// FIXME-OPT: Could we safely early out on ->SkipItems?
10523
void ImGui::BeginGroup()
10524
0
{
10525
0
    ImGuiContext& g = *GImGui;
10526
0
    ImGuiWindow* window = g.CurrentWindow;
10527
10528
0
    g.GroupStack.resize(g.GroupStack.Size + 1);
10529
0
    ImGuiGroupData& group_data = g.GroupStack.back();
10530
0
    group_data.WindowID = window->ID;
10531
0
    group_data.BackupCursorPos = window->DC.CursorPos;
10532
0
    group_data.BackupCursorPosPrevLine = window->DC.CursorPosPrevLine;
10533
0
    group_data.BackupCursorMaxPos = window->DC.CursorMaxPos;
10534
0
    group_data.BackupIndent = window->DC.Indent;
10535
0
    group_data.BackupGroupOffset = window->DC.GroupOffset;
10536
0
    group_data.BackupCurrLineSize = window->DC.CurrLineSize;
10537
0
    group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset;
10538
0
    group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive;
10539
0
    group_data.BackupHoveredIdIsAlive = g.HoveredId != 0;
10540
0
    group_data.BackupIsSameLine = window->DC.IsSameLine;
10541
0
    group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive;
10542
0
    group_data.EmitItem = true;
10543
10544
0
    window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x;
10545
0
    window->DC.Indent = window->DC.GroupOffset;
10546
0
    window->DC.CursorMaxPos = window->DC.CursorPos;
10547
0
    window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
10548
0
    if (g.LogEnabled)
10549
0
        g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
10550
0
}
10551
10552
void ImGui::EndGroup()
10553
0
{
10554
0
    ImGuiContext& g = *GImGui;
10555
0
    ImGuiWindow* window = g.CurrentWindow;
10556
0
    IM_ASSERT(g.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls
10557
10558
0
    ImGuiGroupData& group_data = g.GroupStack.back();
10559
0
    IM_ASSERT(group_data.WindowID == window->ID); // EndGroup() in wrong window?
10560
10561
0
    if (window->DC.IsSetPos)
10562
0
        ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
10563
10564
0
    ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos));
10565
10566
0
    window->DC.CursorPos = group_data.BackupCursorPos;
10567
0
    window->DC.CursorPosPrevLine = group_data.BackupCursorPosPrevLine;
10568
0
    window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos);
10569
0
    window->DC.Indent = group_data.BackupIndent;
10570
0
    window->DC.GroupOffset = group_data.BackupGroupOffset;
10571
0
    window->DC.CurrLineSize = group_data.BackupCurrLineSize;
10572
0
    window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset;
10573
0
    window->DC.IsSameLine = group_data.BackupIsSameLine;
10574
0
    if (g.LogEnabled)
10575
0
        g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
10576
10577
0
    if (!group_data.EmitItem)
10578
0
    {
10579
0
        g.GroupStack.pop_back();
10580
0
        return;
10581
0
    }
10582
10583
0
    window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset);      // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now.
10584
0
    ItemSize(group_bb.GetSize());
10585
0
    ItemAdd(group_bb, 0, NULL, ImGuiItemFlags_NoTabStop);
10586
10587
    // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group.
10588
    // It would be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets.
10589
    // Also if you grep for LastItemId you'll notice it is only used in that context.
10590
    // (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.)
10591
0
    const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId;
10592
0
    const bool group_contains_prev_active_id = (group_data.BackupActiveIdPreviousFrameIsAlive == false) && (g.ActiveIdPreviousFrameIsAlive == true);
10593
0
    if (group_contains_curr_active_id)
10594
0
        g.LastItemData.ID = g.ActiveId;
10595
0
    else if (group_contains_prev_active_id)
10596
0
        g.LastItemData.ID = g.ActiveIdPreviousFrame;
10597
0
    g.LastItemData.Rect = group_bb;
10598
10599
    // Forward Hovered flag
10600
0
    const bool group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) && g.HoveredId != 0;
10601
0
    if (group_contains_curr_hovered_id)
10602
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
10603
10604
    // Forward Edited flag
10605
0
    if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame)
10606
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
10607
10608
    // Forward Deactivated flag
10609
0
    g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDeactivated;
10610
0
    if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame)
10611
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated;
10612
10613
0
    g.GroupStack.pop_back();
10614
0
    if (g.DebugShowGroupRects)
10615
0
        window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255));   // [Debug]
10616
0
}
10617
10618
10619
//-----------------------------------------------------------------------------
10620
// [SECTION] SCROLLING
10621
//-----------------------------------------------------------------------------
10622
10623
// Helper to snap on edges when aiming at an item very close to the edge,
10624
// So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling.
10625
// When we refactor the scrolling API this may be configurable with a flag?
10626
// Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default.
10627
static float CalcScrollEdgeSnap(float target, float snap_min, float snap_max, float snap_threshold, float center_ratio)
10628
0
{
10629
0
    if (target <= snap_min + snap_threshold)
10630
0
        return ImLerp(snap_min, target, center_ratio);
10631
0
    if (target >= snap_max - snap_threshold)
10632
0
        return ImLerp(target, snap_max, center_ratio);
10633
0
    return target;
10634
0
}
10635
10636
static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window)
10637
0
{
10638
0
    ImVec2 scroll = window->Scroll;
10639
0
    ImVec2 decoration_size(window->DecoOuterSizeX1 + window->DecoInnerSizeX1 + window->DecoOuterSizeX2, window->DecoOuterSizeY1 + window->DecoInnerSizeY1 + window->DecoOuterSizeY2);
10640
0
    for (int axis = 0; axis < 2; axis++)
10641
0
    {
10642
0
        if (window->ScrollTarget[axis] < FLT_MAX)
10643
0
        {
10644
0
            float center_ratio = window->ScrollTargetCenterRatio[axis];
10645
0
            float scroll_target = window->ScrollTarget[axis];
10646
0
            if (window->ScrollTargetEdgeSnapDist[axis] > 0.0f)
10647
0
            {
10648
0
                float snap_min = 0.0f;
10649
0
                float snap_max = window->ScrollMax[axis] + window->SizeFull[axis] - decoration_size[axis];
10650
0
                scroll_target = CalcScrollEdgeSnap(scroll_target, snap_min, snap_max, window->ScrollTargetEdgeSnapDist[axis], center_ratio);
10651
0
            }
10652
0
            scroll[axis] = scroll_target - center_ratio * (window->SizeFull[axis] - decoration_size[axis]);
10653
0
        }
10654
0
        scroll[axis] = IM_TRUNC(ImMax(scroll[axis], 0.0f));
10655
0
        if (!window->Collapsed && !window->SkipItems)
10656
0
            scroll[axis] = ImMin(scroll[axis], window->ScrollMax[axis]);
10657
0
    }
10658
0
    return scroll;
10659
0
}
10660
10661
void ImGui::ScrollToItem(ImGuiScrollFlags flags)
10662
0
{
10663
0
    ImGuiContext& g = *GImGui;
10664
0
    ImGuiWindow* window = g.CurrentWindow;
10665
0
    ScrollToRectEx(window, g.LastItemData.NavRect, flags);
10666
0
}
10667
10668
void ImGui::ScrollToRect(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)
10669
0
{
10670
0
    ScrollToRectEx(window, item_rect, flags);
10671
0
}
10672
10673
// Scroll to keep newly navigated item fully into view
10674
ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)
10675
0
{
10676
0
    ImGuiContext& g = *GImGui;
10677
0
    ImRect scroll_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1));
10678
0
    scroll_rect.Min.x = ImMin(scroll_rect.Min.x + window->DecoInnerSizeX1, scroll_rect.Max.x);
10679
0
    scroll_rect.Min.y = ImMin(scroll_rect.Min.y + window->DecoInnerSizeY1, scroll_rect.Max.y);
10680
    //GetForegroundDrawList(window)->AddRect(item_rect.Min, item_rect.Max, IM_COL32(255,0,0,255), 0.0f, 0, 5.0f); // [DEBUG]
10681
    //GetForegroundDrawList(window)->AddRect(scroll_rect.Min, scroll_rect.Max, IM_COL32_WHITE); // [DEBUG]
10682
10683
    // Check that only one behavior is selected per axis
10684
0
    IM_ASSERT((flags & ImGuiScrollFlags_MaskX_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskX_));
10685
0
    IM_ASSERT((flags & ImGuiScrollFlags_MaskY_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskY_));
10686
10687
    // Defaults
10688
0
    ImGuiScrollFlags in_flags = flags;
10689
0
    if ((flags & ImGuiScrollFlags_MaskX_) == 0 && window->ScrollbarX)
10690
0
        flags |= ImGuiScrollFlags_KeepVisibleEdgeX;
10691
0
    if ((flags & ImGuiScrollFlags_MaskY_) == 0)
10692
0
        flags |= window->Appearing ? ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeY;
10693
10694
0
    const bool fully_visible_x = item_rect.Min.x >= scroll_rect.Min.x && item_rect.Max.x <= scroll_rect.Max.x;
10695
0
    const bool fully_visible_y = item_rect.Min.y >= scroll_rect.Min.y && item_rect.Max.y <= scroll_rect.Max.y;
10696
0
    const bool can_be_fully_visible_x = (item_rect.GetWidth() + g.Style.ItemSpacing.x * 2.0f) <= scroll_rect.GetWidth() || (window->AutoFitFramesX > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0;
10697
0
    const bool can_be_fully_visible_y = (item_rect.GetHeight() + g.Style.ItemSpacing.y * 2.0f) <= scroll_rect.GetHeight() || (window->AutoFitFramesY > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0;
10698
10699
0
    if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x)
10700
0
    {
10701
0
        if (item_rect.Min.x < scroll_rect.Min.x || !can_be_fully_visible_x)
10702
0
            SetScrollFromPosX(window, item_rect.Min.x - g.Style.ItemSpacing.x - window->Pos.x, 0.0f);
10703
0
        else if (item_rect.Max.x >= scroll_rect.Max.x)
10704
0
            SetScrollFromPosX(window, item_rect.Max.x + g.Style.ItemSpacing.x - window->Pos.x, 1.0f);
10705
0
    }
10706
0
    else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX))
10707
0
    {
10708
0
        if (can_be_fully_visible_x)
10709
0
            SetScrollFromPosX(window, ImTrunc((item_rect.Min.x + item_rect.Max.x) * 0.5f) - window->Pos.x, 0.5f);
10710
0
        else
10711
0
            SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x, 0.0f);
10712
0
    }
10713
10714
0
    if ((flags & ImGuiScrollFlags_KeepVisibleEdgeY) && !fully_visible_y)
10715
0
    {
10716
0
        if (item_rect.Min.y < scroll_rect.Min.y || !can_be_fully_visible_y)
10717
0
            SetScrollFromPosY(window, item_rect.Min.y - g.Style.ItemSpacing.y - window->Pos.y, 0.0f);
10718
0
        else if (item_rect.Max.y >= scroll_rect.Max.y)
10719
0
            SetScrollFromPosY(window, item_rect.Max.y + g.Style.ItemSpacing.y - window->Pos.y, 1.0f);
10720
0
    }
10721
0
    else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY))
10722
0
    {
10723
0
        if (can_be_fully_visible_y)
10724
0
            SetScrollFromPosY(window, ImTrunc((item_rect.Min.y + item_rect.Max.y) * 0.5f) - window->Pos.y, 0.5f);
10725
0
        else
10726
0
            SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y, 0.0f);
10727
0
    }
10728
10729
0
    ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
10730
0
    ImVec2 delta_scroll = next_scroll - window->Scroll;
10731
10732
    // Also scroll parent window to keep us into view if necessary
10733
0
    if (!(flags & ImGuiScrollFlags_NoScrollParent) && (window->Flags & ImGuiWindowFlags_ChildWindow))
10734
0
    {
10735
        // FIXME-SCROLL: May be an option?
10736
0
        if ((in_flags & (ImGuiScrollFlags_AlwaysCenterX | ImGuiScrollFlags_KeepVisibleCenterX)) != 0)
10737
0
            in_flags = (in_flags & ~ImGuiScrollFlags_MaskX_) | ImGuiScrollFlags_KeepVisibleEdgeX;
10738
0
        if ((in_flags & (ImGuiScrollFlags_AlwaysCenterY | ImGuiScrollFlags_KeepVisibleCenterY)) != 0)
10739
0
            in_flags = (in_flags & ~ImGuiScrollFlags_MaskY_) | ImGuiScrollFlags_KeepVisibleEdgeY;
10740
0
        delta_scroll += ScrollToRectEx(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll), in_flags);
10741
0
    }
10742
10743
0
    return delta_scroll;
10744
0
}
10745
10746
float ImGui::GetScrollX()
10747
0
{
10748
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10749
0
    return window->Scroll.x;
10750
0
}
10751
10752
float ImGui::GetScrollY()
10753
0
{
10754
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10755
0
    return window->Scroll.y;
10756
0
}
10757
10758
float ImGui::GetScrollMaxX()
10759
0
{
10760
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10761
0
    return window->ScrollMax.x;
10762
0
}
10763
10764
float ImGui::GetScrollMaxY()
10765
0
{
10766
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10767
0
    return window->ScrollMax.y;
10768
0
}
10769
10770
void ImGui::SetScrollX(ImGuiWindow* window, float scroll_x)
10771
0
{
10772
0
    window->ScrollTarget.x = scroll_x;
10773
0
    window->ScrollTargetCenterRatio.x = 0.0f;
10774
0
    window->ScrollTargetEdgeSnapDist.x = 0.0f;
10775
0
}
10776
10777
void ImGui::SetScrollY(ImGuiWindow* window, float scroll_y)
10778
0
{
10779
0
    window->ScrollTarget.y = scroll_y;
10780
0
    window->ScrollTargetCenterRatio.y = 0.0f;
10781
0
    window->ScrollTargetEdgeSnapDist.y = 0.0f;
10782
0
}
10783
10784
void ImGui::SetScrollX(float scroll_x)
10785
0
{
10786
0
    ImGuiContext& g = *GImGui;
10787
0
    SetScrollX(g.CurrentWindow, scroll_x);
10788
0
}
10789
10790
void ImGui::SetScrollY(float scroll_y)
10791
0
{
10792
0
    ImGuiContext& g = *GImGui;
10793
0
    SetScrollY(g.CurrentWindow, scroll_y);
10794
0
}
10795
10796
// Note that a local position will vary depending on initial scroll value,
10797
// This is a little bit confusing so bear with us:
10798
//  - local_pos = (absolution_pos - window->Pos)
10799
//  - So local_x/local_y are 0.0f for a position at the upper-left corner of a window,
10800
//    and generally local_x/local_y are >(padding+decoration) && <(size-padding-decoration) when in the visible area.
10801
//  - They mostly exist because of legacy API.
10802
// Following the rules above, when trying to work with scrolling code, consider that:
10803
//  - SetScrollFromPosY(0.0f) == SetScrollY(0.0f + scroll.y) == has no effect!
10804
//  - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0f) == reset scroll. Of course writing SetScrollY(0.0f) directly then makes more sense
10805
// We store a target position so centering and clamping can occur on the next frame when we are guaranteed to have a known window size
10806
void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio)
10807
0
{
10808
0
    IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f);
10809
0
    window->ScrollTarget.x = IM_TRUNC(local_x - window->DecoOuterSizeX1 - window->DecoInnerSizeX1 + window->Scroll.x); // Convert local position to scroll offset
10810
0
    window->ScrollTargetCenterRatio.x = center_x_ratio;
10811
0
    window->ScrollTargetEdgeSnapDist.x = 0.0f;
10812
0
}
10813
10814
void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio)
10815
0
{
10816
0
    IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
10817
0
    window->ScrollTarget.y = IM_TRUNC(local_y - window->DecoOuterSizeY1 - window->DecoInnerSizeY1 + window->Scroll.y); // Convert local position to scroll offset
10818
0
    window->ScrollTargetCenterRatio.y = center_y_ratio;
10819
0
    window->ScrollTargetEdgeSnapDist.y = 0.0f;
10820
0
}
10821
10822
void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio)
10823
0
{
10824
0
    ImGuiContext& g = *GImGui;
10825
0
    SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio);
10826
0
}
10827
10828
void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio)
10829
0
{
10830
0
    ImGuiContext& g = *GImGui;
10831
0
    SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio);
10832
0
}
10833
10834
// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item.
10835
void ImGui::SetScrollHereX(float center_x_ratio)
10836
0
{
10837
0
    ImGuiContext& g = *GImGui;
10838
0
    ImGuiWindow* window = g.CurrentWindow;
10839
0
    float spacing_x = ImMax(window->WindowPadding.x, g.Style.ItemSpacing.x);
10840
0
    float target_pos_x = ImLerp(g.LastItemData.Rect.Min.x - spacing_x, g.LastItemData.Rect.Max.x + spacing_x, center_x_ratio);
10841
0
    SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos
10842
10843
    // Tweak: snap on edges when aiming at an item very close to the edge
10844
0
    window->ScrollTargetEdgeSnapDist.x = ImMax(0.0f, window->WindowPadding.x - spacing_x);
10845
0
}
10846
10847
// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item.
10848
void ImGui::SetScrollHereY(float center_y_ratio)
10849
0
{
10850
0
    ImGuiContext& g = *GImGui;
10851
0
    ImGuiWindow* window = g.CurrentWindow;
10852
0
    float spacing_y = ImMax(window->WindowPadding.y, g.Style.ItemSpacing.y);
10853
0
    float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio);
10854
0
    SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos
10855
10856
    // Tweak: snap on edges when aiming at an item very close to the edge
10857
0
    window->ScrollTargetEdgeSnapDist.y = ImMax(0.0f, window->WindowPadding.y - spacing_y);
10858
0
}
10859
10860
//-----------------------------------------------------------------------------
10861
// [SECTION] TOOLTIPS
10862
//-----------------------------------------------------------------------------
10863
10864
bool ImGui::BeginTooltip()
10865
0
{
10866
0
    return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None);
10867
0
}
10868
10869
bool ImGui::BeginItemTooltip()
10870
0
{
10871
0
    if (!IsItemHovered(ImGuiHoveredFlags_ForTooltip))
10872
0
        return false;
10873
0
    return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None);
10874
0
}
10875
10876
bool ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags)
10877
0
{
10878
0
    ImGuiContext& g = *GImGui;
10879
10880
0
    if (g.DragDropWithinSource || g.DragDropWithinTarget)
10881
0
    {
10882
        // Drag and Drop tooltips are positioning differently than other tooltips:
10883
        // - offset visibility to increase visibility around mouse.
10884
        // - never clamp within outer viewport boundary.
10885
        // We call SetNextWindowPos() to enforce position and disable clamping.
10886
        // See FindBestWindowPosForPopup() for positionning logic of other tooltips (not drag and drop ones).
10887
        //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding;
10888
0
        ImVec2 tooltip_pos = g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET * g.Style.MouseCursorScale;
10889
0
        SetNextWindowPos(tooltip_pos);
10890
0
        SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f);
10891
        //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :(
10892
0
        tooltip_flags |= ImGuiTooltipFlags_OverridePrevious;
10893
0
    }
10894
10895
0
    char window_name[16];
10896
0
    ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount);
10897
0
    if (tooltip_flags & ImGuiTooltipFlags_OverridePrevious)
10898
0
        if (ImGuiWindow* window = FindWindowByName(window_name))
10899
0
            if (window->Active)
10900
0
            {
10901
                // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one.
10902
0
                SetWindowHiddendAndSkipItemsForCurrentFrame(window);
10903
0
                ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount);
10904
0
            }
10905
0
    ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoDocking;
10906
0
    Begin(window_name, NULL, flags | extra_window_flags);
10907
    // 2023-03-09: Added bool return value to the API, but currently always returning true.
10908
    // If this ever returns false we need to update BeginDragDropSource() accordingly.
10909
    //if (!ret)
10910
    //    End();
10911
    //return ret;
10912
0
    return true;
10913
0
}
10914
10915
void ImGui::EndTooltip()
10916
0
{
10917
0
    IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip);   // Mismatched BeginTooltip()/EndTooltip() calls
10918
0
    End();
10919
0
}
10920
10921
void ImGui::SetTooltip(const char* fmt, ...)
10922
0
{
10923
0
    va_list args;
10924
0
    va_start(args, fmt);
10925
0
    SetTooltipV(fmt, args);
10926
0
    va_end(args);
10927
0
}
10928
10929
void ImGui::SetTooltipV(const char* fmt, va_list args)
10930
0
{
10931
0
    if (!BeginTooltipEx(ImGuiTooltipFlags_OverridePrevious, ImGuiWindowFlags_None))
10932
0
        return;
10933
0
    TextV(fmt, args);
10934
0
    EndTooltip();
10935
0
}
10936
10937
// Shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav'.
10938
// Defaults to == ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort when using the mouse.
10939
void ImGui::SetItemTooltip(const char* fmt, ...)
10940
0
{
10941
0
    va_list args;
10942
0
    va_start(args, fmt);
10943
0
    if (IsItemHovered(ImGuiHoveredFlags_ForTooltip))
10944
0
        SetTooltipV(fmt, args);
10945
0
    va_end(args);
10946
0
}
10947
10948
void ImGui::SetItemTooltipV(const char* fmt, va_list args)
10949
0
{
10950
0
    if (IsItemHovered(ImGuiHoveredFlags_ForTooltip))
10951
0
        SetTooltipV(fmt, args);
10952
0
}
10953
10954
10955
//-----------------------------------------------------------------------------
10956
// [SECTION] POPUPS
10957
//-----------------------------------------------------------------------------
10958
10959
// Supported flags: ImGuiPopupFlags_AnyPopupId, ImGuiPopupFlags_AnyPopupLevel
10960
bool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags)
10961
0
{
10962
0
    ImGuiContext& g = *GImGui;
10963
0
    if (popup_flags & ImGuiPopupFlags_AnyPopupId)
10964
0
    {
10965
        // Return true if any popup is open at the current BeginPopup() level of the popup stack
10966
        // This may be used to e.g. test for another popups already opened to handle popups priorities at the same level.
10967
0
        IM_ASSERT(id == 0);
10968
0
        if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
10969
0
            return g.OpenPopupStack.Size > 0;
10970
0
        else
10971
0
            return g.OpenPopupStack.Size > g.BeginPopupStack.Size;
10972
0
    }
10973
0
    else
10974
0
    {
10975
0
        if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
10976
0
        {
10977
            // Return true if the popup is open anywhere in the popup stack
10978
0
            for (ImGuiPopupData& popup_data : g.OpenPopupStack)
10979
0
                if (popup_data.PopupId == id)
10980
0
                    return true;
10981
0
            return false;
10982
0
        }
10983
0
        else
10984
0
        {
10985
            // Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query)
10986
0
            return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id;
10987
0
        }
10988
0
    }
10989
0
}
10990
10991
bool ImGui::IsPopupOpen(const char* str_id, ImGuiPopupFlags popup_flags)
10992
0
{
10993
0
    ImGuiContext& g = *GImGui;
10994
0
    ImGuiID id = (popup_flags & ImGuiPopupFlags_AnyPopupId) ? 0 : g.CurrentWindow->GetID(str_id);
10995
0
    if ((popup_flags & ImGuiPopupFlags_AnyPopupLevel) && id != 0)
10996
0
        IM_ASSERT(0 && "Cannot use IsPopupOpen() with a string id and ImGuiPopupFlags_AnyPopupLevel."); // But non-string version is legal and used internally
10997
0
    return IsPopupOpen(id, popup_flags);
10998
0
}
10999
11000
// Also see FindBlockingModal(NULL)
11001
ImGuiWindow* ImGui::GetTopMostPopupModal()
11002
0
{
11003
0
    ImGuiContext& g = *GImGui;
11004
0
    for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)
11005
0
        if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)
11006
0
            if (popup->Flags & ImGuiWindowFlags_Modal)
11007
0
                return popup;
11008
0
    return NULL;
11009
0
}
11010
11011
// See Demo->Stacked Modal to confirm what this is for.
11012
ImGuiWindow* ImGui::GetTopMostAndVisiblePopupModal()
11013
0
{
11014
0
    ImGuiContext& g = *GImGui;
11015
0
    for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)
11016
0
        if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)
11017
0
            if ((popup->Flags & ImGuiWindowFlags_Modal) && IsWindowActiveAndVisible(popup))
11018
0
                return popup;
11019
0
    return NULL;
11020
0
}
11021
11022
void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags)
11023
0
{
11024
0
    ImGuiContext& g = *GImGui;
11025
0
    ImGuiID id = g.CurrentWindow->GetID(str_id);
11026
0
    IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopup(\"%s\" -> 0x%08X)\n", str_id, id);
11027
0
    OpenPopupEx(id, popup_flags);
11028
0
}
11029
11030
void ImGui::OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags)
11031
0
{
11032
0
    OpenPopupEx(id, popup_flags);
11033
0
}
11034
11035
// Mark popup as open (toggle toward open state).
11036
// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block.
11037
// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
11038
// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL)
11039
void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags)
11040
0
{
11041
0
    ImGuiContext& g = *GImGui;
11042
0
    ImGuiWindow* parent_window = g.CurrentWindow;
11043
0
    const int current_stack_size = g.BeginPopupStack.Size;
11044
11045
0
    if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup)
11046
0
        if (IsPopupOpen((ImGuiID)0, ImGuiPopupFlags_AnyPopupId))
11047
0
            return;
11048
11049
0
    ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack.
11050
0
    popup_ref.PopupId = id;
11051
0
    popup_ref.Window = NULL;
11052
0
    popup_ref.BackupNavWindow = g.NavWindow;            // When popup closes focus may be restored to NavWindow (depend on window type).
11053
0
    popup_ref.OpenFrameCount = g.FrameCount;
11054
0
    popup_ref.OpenParentId = parent_window->IDStack.back();
11055
0
    popup_ref.OpenPopupPos = NavCalcPreferredRefPos();
11056
0
    popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos;
11057
11058
0
    IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopupEx(0x%08X)\n", id);
11059
0
    if (g.OpenPopupStack.Size < current_stack_size + 1)
11060
0
    {
11061
0
        g.OpenPopupStack.push_back(popup_ref);
11062
0
    }
11063
0
    else
11064
0
    {
11065
        // Gently handle the user mistakenly calling OpenPopup() every frame. It is a programming mistake! However, if we were to run the regular code path, the ui
11066
        // would become completely unusable because the popup will always be in hidden-while-calculating-size state _while_ claiming focus. Which would be a very confusing
11067
        // situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand.
11068
0
        if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1)
11069
0
        {
11070
0
            g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount;
11071
0
        }
11072
0
        else
11073
0
        {
11074
            // Close child popups if any, then flag popup for open/reopen
11075
0
            ClosePopupToLevel(current_stack_size, false);
11076
0
            g.OpenPopupStack.push_back(popup_ref);
11077
0
        }
11078
11079
        // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow().
11080
        // This is equivalent to what ClosePopupToLevel() does.
11081
        //if (g.OpenPopupStack[current_stack_size].PopupId == id)
11082
        //    FocusWindow(parent_window);
11083
0
    }
11084
0
}
11085
11086
// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it.
11087
// This function closes any popups that are over 'ref_window'.
11088
void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup)
11089
0
{
11090
0
    ImGuiContext& g = *GImGui;
11091
0
    if (g.OpenPopupStack.Size == 0)
11092
0
        return;
11093
11094
    // Don't close our own child popup windows.
11095
0
    int popup_count_to_keep = 0;
11096
0
    if (ref_window)
11097
0
    {
11098
        // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow)
11099
0
        for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++)
11100
0
        {
11101
0
            ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep];
11102
0
            if (!popup.Window)
11103
0
                continue;
11104
0
            IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0);
11105
0
            if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow)
11106
0
                continue;
11107
11108
            // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow)
11109
            // - With this stack of window, clicking/focusing Popup1 will close Popup2 and Popup3:
11110
            //     Window -> Popup1 -> Popup2 -> Popup3
11111
            // - Each popups may contain child windows, which is why we compare ->RootWindowDockTree!
11112
            //     Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child
11113
0
            bool ref_window_is_descendent_of_popup = false;
11114
0
            for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++)
11115
0
                if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window)
11116
                    //if (popup_window->RootWindowDockTree == ref_window->RootWindowDockTree) // FIXME-MERGE
11117
0
                    if (IsWindowWithinBeginStackOf(ref_window, popup_window))
11118
0
                    {
11119
0
                        ref_window_is_descendent_of_popup = true;
11120
0
                        break;
11121
0
                    }
11122
0
            if (!ref_window_is_descendent_of_popup)
11123
0
                break;
11124
0
        }
11125
0
    }
11126
0
    if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below
11127
0
    {
11128
0
        IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\")\n", ref_window ? ref_window->Name : "<NULL>");
11129
0
        ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup);
11130
0
    }
11131
0
}
11132
11133
void ImGui::ClosePopupsExceptModals()
11134
0
{
11135
0
    ImGuiContext& g = *GImGui;
11136
11137
0
    int popup_count_to_keep;
11138
0
    for (popup_count_to_keep = g.OpenPopupStack.Size; popup_count_to_keep > 0; popup_count_to_keep--)
11139
0
    {
11140
0
        ImGuiWindow* window = g.OpenPopupStack[popup_count_to_keep - 1].Window;
11141
0
        if (!window || (window->Flags & ImGuiWindowFlags_Modal))
11142
0
            break;
11143
0
    }
11144
0
    if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below
11145
0
        ClosePopupToLevel(popup_count_to_keep, true);
11146
0
}
11147
11148
void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup)
11149
0
{
11150
0
    ImGuiContext& g = *GImGui;
11151
0
    IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupToLevel(%d), restore_focus_to_window_under_popup=%d\n", remaining, restore_focus_to_window_under_popup);
11152
0
    IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size);
11153
11154
    // Trim open popup stack
11155
0
    ImGuiWindow* popup_window = g.OpenPopupStack[remaining].Window;
11156
0
    ImGuiWindow* popup_backup_nav_window = g.OpenPopupStack[remaining].BackupNavWindow;
11157
0
    g.OpenPopupStack.resize(remaining);
11158
11159
0
    if (restore_focus_to_window_under_popup)
11160
0
    {
11161
0
        ImGuiWindow* focus_window = (popup_window && popup_window->Flags & ImGuiWindowFlags_ChildMenu) ? popup_window->ParentWindow : popup_backup_nav_window;
11162
0
        if (focus_window && !focus_window->WasActive && popup_window)
11163
0
            FocusTopMostWindowUnderOne(popup_window, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild); // Fallback
11164
0
        else
11165
0
            FocusWindow(focus_window, (g.NavLayer == ImGuiNavLayer_Main) ? ImGuiFocusRequestFlags_RestoreFocusedChild : ImGuiFocusRequestFlags_None);
11166
0
    }
11167
0
}
11168
11169
// Close the popup we have begin-ed into.
11170
void ImGui::CloseCurrentPopup()
11171
0
{
11172
0
    ImGuiContext& g = *GImGui;
11173
0
    int popup_idx = g.BeginPopupStack.Size - 1;
11174
0
    if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId)
11175
0
        return;
11176
11177
    // Closing a menu closes its top-most parent popup (unless a modal)
11178
0
    while (popup_idx > 0)
11179
0
    {
11180
0
        ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window;
11181
0
        ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window;
11182
0
        bool close_parent = false;
11183
0
        if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu))
11184
0
            if (parent_popup_window && !(parent_popup_window->Flags & ImGuiWindowFlags_MenuBar))
11185
0
                close_parent = true;
11186
0
        if (!close_parent)
11187
0
            break;
11188
0
        popup_idx--;
11189
0
    }
11190
0
    IMGUI_DEBUG_LOG_POPUP("[popup] CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx);
11191
0
    ClosePopupToLevel(popup_idx, true);
11192
11193
    // A common pattern is to close a popup when selecting a menu item/selectable that will open another window.
11194
    // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window.
11195
    // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic.
11196
0
    if (ImGuiWindow* window = g.NavWindow)
11197
0
        window->DC.NavHideHighlightOneFrame = true;
11198
0
}
11199
11200
// Attention! BeginPopup() adds default flags which BeginPopupEx()!
11201
bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags)
11202
0
{
11203
0
    ImGuiContext& g = *GImGui;
11204
0
    if (!IsPopupOpen(id, ImGuiPopupFlags_None))
11205
0
    {
11206
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
11207
0
        return false;
11208
0
    }
11209
11210
0
    char name[20];
11211
0
    if (flags & ImGuiWindowFlags_ChildMenu)
11212
0
        ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuCount); // Recycle windows based on depth
11213
0
    else
11214
0
        ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame
11215
11216
0
    flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoDocking;
11217
0
    bool is_open = Begin(name, NULL, flags);
11218
0
    if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display)
11219
0
        EndPopup();
11220
11221
0
    return is_open;
11222
0
}
11223
11224
bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags)
11225
0
{
11226
0
    ImGuiContext& g = *GImGui;
11227
0
    if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance
11228
0
    {
11229
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
11230
0
        return false;
11231
0
    }
11232
0
    flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings;
11233
0
    ImGuiID id = g.CurrentWindow->GetID(str_id);
11234
0
    return BeginPopupEx(id, flags);
11235
0
}
11236
11237
// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup.
11238
// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup).
11239
// - *p_open set back to false in BeginPopupModal() when popup is not open.
11240
// - if you set *p_open to false before calling BeginPopupModal(), it will close the popup.
11241
bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags)
11242
0
{
11243
0
    ImGuiContext& g = *GImGui;
11244
0
    ImGuiWindow* window = g.CurrentWindow;
11245
0
    const ImGuiID id = window->GetID(name);
11246
0
    if (!IsPopupOpen(id, ImGuiPopupFlags_None))
11247
0
    {
11248
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
11249
0
        if (p_open && *p_open)
11250
0
            *p_open = false;
11251
0
        return false;
11252
0
    }
11253
11254
    // Center modal windows by default for increased visibility
11255
    // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves)
11256
    // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window.
11257
0
    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0)
11258
0
    {
11259
0
        const ImGuiViewport* viewport = window->WasActive ? window->Viewport : GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport?
11260
0
        SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f));
11261
0
    }
11262
11263
0
    flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoDocking;
11264
0
    const bool is_open = Begin(name, p_open, flags);
11265
0
    if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
11266
0
    {
11267
0
        EndPopup();
11268
0
        if (is_open)
11269
0
            ClosePopupToLevel(g.BeginPopupStack.Size, true);
11270
0
        return false;
11271
0
    }
11272
0
    return is_open;
11273
0
}
11274
11275
void ImGui::EndPopup()
11276
0
{
11277
0
    ImGuiContext& g = *GImGui;
11278
0
    ImGuiWindow* window = g.CurrentWindow;
11279
0
    IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup);  // Mismatched BeginPopup()/EndPopup() calls
11280
0
    IM_ASSERT(g.BeginPopupStack.Size > 0);
11281
11282
    // Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests)
11283
0
    if (g.NavWindow == window)
11284
0
        NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY);
11285
11286
    // Child-popups don't need to be laid out
11287
0
    IM_ASSERT(g.WithinEndChild == false);
11288
0
    if (window->Flags & ImGuiWindowFlags_ChildWindow)
11289
0
        g.WithinEndChild = true;
11290
0
    End();
11291
0
    g.WithinEndChild = false;
11292
0
}
11293
11294
// Helper to open a popup if mouse button is released over the item
11295
// - This is essentially the same as BeginPopupContextItem() but without the trailing BeginPopup()
11296
void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags)
11297
0
{
11298
0
    ImGuiContext& g = *GImGui;
11299
0
    ImGuiWindow* window = g.CurrentWindow;
11300
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11301
0
    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
11302
0
    {
11303
0
        ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID;    // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
11304
0
        IM_ASSERT(id != 0);                                             // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
11305
0
        OpenPopupEx(id, popup_flags);
11306
0
    }
11307
0
}
11308
11309
// This is a helper to handle the simplest case of associating one named popup to one given widget.
11310
// - To create a popup associated to the last item, you generally want to pass a NULL value to str_id.
11311
// - To create a popup with a specific identifier, pass it in str_id.
11312
//    - This is useful when using using BeginPopupContextItem() on an item which doesn't have an identifier, e.g. a Text() call.
11313
//    - This is useful when multiple code locations may want to manipulate/open the same popup, given an explicit id.
11314
// - You may want to handle the whole on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters).
11315
//   This is essentially the same as:
11316
//       id = str_id ? GetID(str_id) : GetItemID();
11317
//       OpenPopupOnItemClick(str_id, ImGuiPopupFlags_MouseButtonRight);
11318
//       return BeginPopup(id);
11319
//   Which is essentially the same as:
11320
//       id = str_id ? GetID(str_id) : GetItemID();
11321
//       if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right))
11322
//           OpenPopup(id);
11323
//       return BeginPopup(id);
11324
//   The main difference being that this is tweaked to avoid computing the ID twice.
11325
bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags)
11326
0
{
11327
0
    ImGuiContext& g = *GImGui;
11328
0
    ImGuiWindow* window = g.CurrentWindow;
11329
0
    if (window->SkipItems)
11330
0
        return false;
11331
0
    ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID;    // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
11332
0
    IM_ASSERT(id != 0);                                             // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
11333
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11334
0
    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
11335
0
        OpenPopupEx(id, popup_flags);
11336
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
11337
0
}
11338
11339
bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags)
11340
0
{
11341
0
    ImGuiContext& g = *GImGui;
11342
0
    ImGuiWindow* window = g.CurrentWindow;
11343
0
    if (!str_id)
11344
0
        str_id = "window_context";
11345
0
    ImGuiID id = window->GetID(str_id);
11346
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11347
0
    if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
11348
0
        if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered())
11349
0
            OpenPopupEx(id, popup_flags);
11350
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
11351
0
}
11352
11353
bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags)
11354
0
{
11355
0
    ImGuiContext& g = *GImGui;
11356
0
    ImGuiWindow* window = g.CurrentWindow;
11357
0
    if (!str_id)
11358
0
        str_id = "void_context";
11359
0
    ImGuiID id = window->GetID(str_id);
11360
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11361
0
    if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow))
11362
0
        if (GetTopMostPopupModal() == NULL)
11363
0
            OpenPopupEx(id, popup_flags);
11364
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
11365
0
}
11366
11367
// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.)
11368
// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it.
11369
// (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor
11370
//  information are available, it may represent the entire platform monitor from the frame of reference of the current viewport.
11371
//  this allows us to have tooltips/popups displayed out of the parent viewport.)
11372
ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy)
11373
0
{
11374
0
    ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size);
11375
    //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255));
11376
    //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255));
11377
11378
    // Combo Box policy (we want a connecting edge)
11379
0
    if (policy == ImGuiPopupPositionPolicy_ComboBox)
11380
0
    {
11381
0
        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up };
11382
0
        for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
11383
0
        {
11384
0
            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
11385
0
            if (n != -1 && dir == *last_dir) // Already tried this direction?
11386
0
                continue;
11387
0
            ImVec2 pos;
11388
0
            if (dir == ImGuiDir_Down)  pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y);          // Below, Toward Right (default)
11389
0
            if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right
11390
0
            if (dir == ImGuiDir_Left)  pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left
11391
0
            if (dir == ImGuiDir_Up)    pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left
11392
0
            if (!r_outer.Contains(ImRect(pos, pos + size)))
11393
0
                continue;
11394
0
            *last_dir = dir;
11395
0
            return pos;
11396
0
        }
11397
0
    }
11398
11399
    // Tooltip and Default popup policy
11400
    // (Always first try the direction we used on the last frame, if any)
11401
0
    if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default)
11402
0
    {
11403
0
        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left };
11404
0
        for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
11405
0
        {
11406
0
            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
11407
0
            if (n != -1 && dir == *last_dir) // Already tried this direction?
11408
0
                continue;
11409
11410
0
            const float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x);
11411
0
            const float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y);
11412
11413
            // If there's not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width)
11414
0
            if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right))
11415
0
                continue;
11416
0
            if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down))
11417
0
                continue;
11418
11419
0
            ImVec2 pos;
11420
0
            pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x;
11421
0
            pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y;
11422
11423
            // Clamp top-left corner of popup
11424
0
            pos.x = ImMax(pos.x, r_outer.Min.x);
11425
0
            pos.y = ImMax(pos.y, r_outer.Min.y);
11426
11427
0
            *last_dir = dir;
11428
0
            return pos;
11429
0
        }
11430
0
    }
11431
11432
    // Fallback when not enough room:
11433
0
    *last_dir = ImGuiDir_None;
11434
11435
    // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
11436
0
    if (policy == ImGuiPopupPositionPolicy_Tooltip)
11437
0
        return ref_pos + ImVec2(2, 2);
11438
11439
    // Otherwise try to keep within display
11440
0
    ImVec2 pos = ref_pos;
11441
0
    pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x);
11442
0
    pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y);
11443
0
    return pos;
11444
0
}
11445
11446
// Note that this is used for popups, which can overlap the non work-area of individual viewports.
11447
ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window)
11448
0
{
11449
0
    ImGuiContext& g = *GImGui;
11450
0
    ImRect r_screen;
11451
0
    if (window->ViewportAllowPlatformMonitorExtend >= 0)
11452
0
    {
11453
        // Extent with be in the frame of reference of the given viewport (so Min is likely to be negative here)
11454
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->ViewportAllowPlatformMonitorExtend];
11455
0
        r_screen.Min = monitor.WorkPos;
11456
0
        r_screen.Max = monitor.WorkPos + monitor.WorkSize;
11457
0
    }
11458
0
    else
11459
0
    {
11460
        // Use the full viewport area (not work area) for popups
11461
0
        r_screen = window->Viewport->GetMainRect();
11462
0
    }
11463
0
    ImVec2 padding = g.Style.DisplaySafeAreaPadding;
11464
0
    r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f));
11465
0
    return r_screen;
11466
0
}
11467
11468
ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
11469
0
{
11470
0
    ImGuiContext& g = *GImGui;
11471
11472
0
    ImRect r_outer = GetPopupAllowedExtentRect(window);
11473
0
    if (window->Flags & ImGuiWindowFlags_ChildMenu)
11474
0
    {
11475
        // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds.
11476
        // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu.
11477
0
        ImGuiWindow* parent_window = window->ParentWindow;
11478
0
        float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x).
11479
0
        ImRect r_avoid;
11480
0
        if (parent_window->DC.MenuBarAppending)
11481
0
            r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field
11482
0
        else
11483
0
            r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX);
11484
0
        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default);
11485
0
    }
11486
0
    if (window->Flags & ImGuiWindowFlags_Popup)
11487
0
    {
11488
0
        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, ImRect(window->Pos, window->Pos), ImGuiPopupPositionPolicy_Default); // Ideally we'd disable r_avoid here
11489
0
    }
11490
0
    if (window->Flags & ImGuiWindowFlags_Tooltip)
11491
0
    {
11492
        // Position tooltip (always follows mouse + clamp within outer boundaries)
11493
        // Note that drag and drop tooltips are NOT using this path: BeginTooltipEx() manually sets their position.
11494
        // In theory we could handle both cases in same location, but requires a bit of shuffling as drag and drop tooltips are calling SetWindowPos() leading to 'window_pos_set_by_api' being set in Begin()
11495
0
        IM_ASSERT(g.CurrentWindow == window);
11496
0
        const float scale = g.Style.MouseCursorScale;
11497
0
        const ImVec2 ref_pos = NavCalcPreferredRefPos();
11498
0
        const ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET * scale;
11499
0
        ImRect r_avoid;
11500
0
        if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos))
11501
0
            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8);
11502
0
        else
11503
0
            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * scale, ref_pos.y + 24 * scale); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important.
11504
        //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255, 0, 255, 255));
11505
0
        return FindBestWindowPosForPopupEx(tooltip_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip);
11506
0
    }
11507
0
    IM_ASSERT(0);
11508
0
    return window->Pos;
11509
0
}
11510
11511
//-----------------------------------------------------------------------------
11512
// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
11513
//-----------------------------------------------------------------------------
11514
11515
// FIXME-NAV: The existence of SetNavID vs SetFocusID vs FocusWindow() needs to be clarified/reworked.
11516
// In our terminology those should be interchangeable, yet right now this is super confusing.
11517
// Those two functions are merely a legacy artifact, so at minimum naming should be clarified.
11518
11519
void ImGui::SetNavWindow(ImGuiWindow* window)
11520
0
{
11521
0
    ImGuiContext& g = *GImGui;
11522
0
    if (g.NavWindow != window)
11523
0
    {
11524
0
        IMGUI_DEBUG_LOG_FOCUS("[focus] SetNavWindow(\"%s\")\n", window ? window->Name : "<NULL>");
11525
0
        g.NavWindow = window;
11526
0
        g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
11527
0
    }
11528
0
    g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false;
11529
0
    NavUpdateAnyRequestFlag();
11530
0
}
11531
11532
void ImGui::NavClearPreferredPosForAxis(ImGuiAxis axis)
11533
0
{
11534
0
    ImGuiContext& g = *GImGui;
11535
0
    g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer][axis] = FLT_MAX;
11536
0
}
11537
11538
void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel)
11539
0
{
11540
0
    ImGuiContext& g = *GImGui;
11541
0
    IM_ASSERT(g.NavWindow != NULL);
11542
0
    IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu);
11543
0
    g.NavId = id;
11544
0
    g.NavLayer = nav_layer;
11545
0
    g.NavFocusScopeId = focus_scope_id;
11546
0
    g.NavWindow->NavLastIds[nav_layer] = id;
11547
0
    g.NavWindow->NavRectRel[nav_layer] = rect_rel;
11548
11549
    // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it)
11550
0
    NavClearPreferredPosForAxis(ImGuiAxis_X);
11551
0
    NavClearPreferredPosForAxis(ImGuiAxis_Y);
11552
0
}
11553
11554
void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
11555
0
{
11556
0
    ImGuiContext& g = *GImGui;
11557
0
    IM_ASSERT(id != 0);
11558
11559
0
    if (g.NavWindow != window)
11560
0
       SetNavWindow(window);
11561
11562
    // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and g.CurrentFocusScopeId are valid.
11563
    // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text)
11564
0
    const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent;
11565
0
    g.NavId = id;
11566
0
    g.NavLayer = nav_layer;
11567
0
    g.NavFocusScopeId = g.CurrentFocusScopeId;
11568
0
    window->NavLastIds[nav_layer] = id;
11569
0
    if (g.LastItemData.ID == id)
11570
0
        window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect);
11571
11572
0
    if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)
11573
0
        g.NavDisableMouseHover = true;
11574
0
    else
11575
0
        g.NavDisableHighlight = true;
11576
11577
    // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it)
11578
0
    NavClearPreferredPosForAxis(ImGuiAxis_X);
11579
0
    NavClearPreferredPosForAxis(ImGuiAxis_Y);
11580
0
}
11581
11582
static ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy)
11583
0
{
11584
0
    if (ImFabs(dx) > ImFabs(dy))
11585
0
        return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left;
11586
0
    return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up;
11587
0
}
11588
11589
static float inline NavScoreItemDistInterval(float cand_min, float cand_max, float curr_min, float curr_max)
11590
0
{
11591
0
    if (cand_max < curr_min)
11592
0
        return cand_max - curr_min;
11593
0
    if (curr_max < cand_min)
11594
0
        return cand_min - curr_max;
11595
0
    return 0.0f;
11596
0
}
11597
11598
// Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057
11599
static bool ImGui::NavScoreItem(ImGuiNavItemData* result)
11600
0
{
11601
0
    ImGuiContext& g = *GImGui;
11602
0
    ImGuiWindow* window = g.CurrentWindow;
11603
0
    if (g.NavLayer != window->DC.NavLayerCurrent)
11604
0
        return false;
11605
11606
    // FIXME: Those are not good variables names
11607
0
    ImRect cand = g.LastItemData.NavRect;   // Current item nav rectangle
11608
0
    const ImRect curr = g.NavScoringRect;   // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width)
11609
0
    g.NavScoringDebugCount++;
11610
11611
    // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring
11612
0
    if (window->ParentWindow == g.NavWindow)
11613
0
    {
11614
0
        IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened);
11615
0
        if (!window->ClipRect.Overlaps(cand))
11616
0
            return false;
11617
0
        cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window
11618
0
    }
11619
11620
    // Compute distance between boxes
11621
    // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed.
11622
0
    float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x);
11623
0
    float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items
11624
0
    if (dby != 0.0f && dbx != 0.0f)
11625
0
        dbx = (dbx / 1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f);
11626
0
    float dist_box = ImFabs(dbx) + ImFabs(dby);
11627
11628
    // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter)
11629
0
    float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x);
11630
0
    float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y);
11631
0
    float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee)
11632
11633
    // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance
11634
0
    ImGuiDir quadrant;
11635
0
    float dax = 0.0f, day = 0.0f, dist_axial = 0.0f;
11636
0
    if (dbx != 0.0f || dby != 0.0f)
11637
0
    {
11638
        // For non-overlapping boxes, use distance between boxes
11639
0
        dax = dbx;
11640
0
        day = dby;
11641
0
        dist_axial = dist_box;
11642
0
        quadrant = ImGetDirQuadrantFromDelta(dbx, dby);
11643
0
    }
11644
0
    else if (dcx != 0.0f || dcy != 0.0f)
11645
0
    {
11646
        // For overlapping boxes with different centers, use distance between centers
11647
0
        dax = dcx;
11648
0
        day = dcy;
11649
0
        dist_axial = dist_center;
11650
0
        quadrant = ImGetDirQuadrantFromDelta(dcx, dcy);
11651
0
    }
11652
0
    else
11653
0
    {
11654
        // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter)
11655
0
        quadrant = (g.LastItemData.ID < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right;
11656
0
    }
11657
11658
0
    const ImGuiDir move_dir = g.NavMoveDir;
11659
#if IMGUI_DEBUG_NAV_SCORING
11660
    char buf[200];
11661
    if (g.IO.KeyCtrl) // Hold CTRL to preview score in matching quadrant. CTRL+Arrow to rotate.
11662
    {
11663
        if (quadrant == move_dir)
11664
        {
11665
            ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center);
11666
            ImDrawList* draw_list = GetForegroundDrawList(window);
11667
            draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 80));
11668
            draw_list->AddRectFilled(cand.Min, cand.Min + CalcTextSize(buf), IM_COL32(255, 0, 0, 200));
11669
            draw_list->AddText(cand.Min, IM_COL32(255, 255, 255, 255), buf);
11670
        }
11671
    }
11672
    const bool debug_hovering = IsMouseHoveringRect(cand.Min, cand.Max);
11673
    const bool debug_tty = (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_Space));
11674
    if (debug_hovering || debug_tty)
11675
    {
11676
        ImFormatString(buf, IM_ARRAYSIZE(buf),
11677
            "d-box    (%7.3f,%7.3f) -> %7.3f\nd-center (%7.3f,%7.3f) -> %7.3f\nd-axial  (%7.3f,%7.3f) -> %7.3f\nnav %c, quadrant %c",
11678
            dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "-WENS"[move_dir+1], "-WENS"[quadrant+1]);
11679
        if (debug_hovering)
11680
        {
11681
            ImDrawList* draw_list = GetForegroundDrawList(window);
11682
            draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255, 200, 0, 100));
11683
            draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255, 255, 0, 200));
11684
            draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40, 0, 0, 200));
11685
            draw_list->AddText(cand.Max, ~0U, buf);
11686
        }
11687
        if (debug_tty) { IMGUI_DEBUG_LOG_NAV("id 0x%08X\n%s\n", g.LastItemData.ID, buf); }
11688
    }
11689
#endif
11690
11691
    // Is it in the quadrant we're interested in moving to?
11692
0
    bool new_best = false;
11693
0
    if (quadrant == move_dir)
11694
0
    {
11695
        // Does it beat the current best candidate?
11696
0
        if (dist_box < result->DistBox)
11697
0
        {
11698
0
            result->DistBox = dist_box;
11699
0
            result->DistCenter = dist_center;
11700
0
            return true;
11701
0
        }
11702
0
        if (dist_box == result->DistBox)
11703
0
        {
11704
            // Try using distance between center points to break ties
11705
0
            if (dist_center < result->DistCenter)
11706
0
            {
11707
0
                result->DistCenter = dist_center;
11708
0
                new_best = true;
11709
0
            }
11710
0
            else if (dist_center == result->DistCenter)
11711
0
            {
11712
                // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items
11713
                // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index),
11714
                // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis.
11715
0
                if (((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance
11716
0
                    new_best = true;
11717
0
            }
11718
0
        }
11719
0
    }
11720
11721
    // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches
11722
    // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness)
11723
    // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too.
11724
    // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward.
11725
    // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option?
11726
0
    if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial)  // Check axial match
11727
0
        if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
11728
0
            if ((move_dir == ImGuiDir_Left && dax < 0.0f) || (move_dir == ImGuiDir_Right && dax > 0.0f) || (move_dir == ImGuiDir_Up && day < 0.0f) || (move_dir == ImGuiDir_Down && day > 0.0f))
11729
0
            {
11730
0
                result->DistAxial = dist_axial;
11731
0
                new_best = true;
11732
0
            }
11733
11734
0
    return new_best;
11735
0
}
11736
11737
static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result)
11738
0
{
11739
0
    ImGuiContext& g = *GImGui;
11740
0
    ImGuiWindow* window = g.CurrentWindow;
11741
0
    result->Window = window;
11742
0
    result->ID = g.LastItemData.ID;
11743
0
    result->FocusScopeId = g.CurrentFocusScopeId;
11744
0
    result->InFlags = g.LastItemData.InFlags;
11745
0
    result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect);
11746
0
    if (result->InFlags & ImGuiItemFlags_HasSelectionUserData)
11747
0
    {
11748
0
        IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid);
11749
0
        result->SelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData.
11750
0
    }
11751
0
}
11752
11753
// True when current work location may be scrolled horizontally when moving left / right.
11754
// This is generally always true UNLESS within a column. We don't have a vertical equivalent.
11755
void ImGui::NavUpdateCurrentWindowIsScrollPushableX()
11756
0
{
11757
0
    ImGuiContext& g = *GImGui;
11758
0
    ImGuiWindow* window = g.CurrentWindow;
11759
0
    window->DC.NavIsScrollPushableX = (g.CurrentTable == NULL && window->DC.CurrentColumns == NULL);
11760
0
}
11761
11762
// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above)
11763
// This is called after LastItemData is set, but NextItemData is also still valid.
11764
static void ImGui::NavProcessItem()
11765
0
{
11766
0
    ImGuiContext& g = *GImGui;
11767
0
    ImGuiWindow* window = g.CurrentWindow;
11768
0
    const ImGuiID id = g.LastItemData.ID;
11769
0
    const ImGuiItemFlags item_flags = g.LastItemData.InFlags;
11770
11771
    // When inside a container that isn't scrollable with Left<>Right, clip NavRect accordingly (#2221)
11772
0
    if (window->DC.NavIsScrollPushableX == false)
11773
0
    {
11774
0
        g.LastItemData.NavRect.Min.x = ImClamp(g.LastItemData.NavRect.Min.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
11775
0
        g.LastItemData.NavRect.Max.x = ImClamp(g.LastItemData.NavRect.Max.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
11776
0
    }
11777
0
    const ImRect nav_bb = g.LastItemData.NavRect;
11778
11779
    // Process Init Request
11780
0
    if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent && (item_flags & ImGuiItemFlags_Disabled) == 0)
11781
0
    {
11782
        // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback
11783
0
        const bool candidate_for_nav_default_focus = (item_flags & ImGuiItemFlags_NoNavDefaultFocus) == 0;
11784
0
        if (candidate_for_nav_default_focus || g.NavInitResult.ID == 0)
11785
0
        {
11786
0
            NavApplyItemToResult(&g.NavInitResult);
11787
0
        }
11788
0
        if (candidate_for_nav_default_focus)
11789
0
        {
11790
0
            g.NavInitRequest = false; // Found a match, clear request
11791
0
            NavUpdateAnyRequestFlag();
11792
0
        }
11793
0
    }
11794
11795
    // Process Move Request (scoring for navigation)
11796
    // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy)
11797
0
    if (g.NavMoveScoringItems && (item_flags & ImGuiItemFlags_Disabled) == 0)
11798
0
    {
11799
0
        const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) != 0;
11800
0
        if (is_tabbing)
11801
0
        {
11802
0
            NavProcessItemForTabbingRequest(id, item_flags, g.NavMoveFlags);
11803
0
        }
11804
0
        else if (g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId))
11805
0
        {
11806
0
            ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
11807
0
            if (NavScoreItem(result))
11808
0
                NavApplyItemToResult(result);
11809
11810
            // Features like PageUp/PageDown need to maintain a separate score for the visible set of items.
11811
0
            const float VISIBLE_RATIO = 0.70f;
11812
0
            if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb))
11813
0
                if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO)
11814
0
                    if (NavScoreItem(&g.NavMoveResultLocalVisible))
11815
0
                        NavApplyItemToResult(&g.NavMoveResultLocalVisible);
11816
0
        }
11817
0
    }
11818
11819
    // Update information for currently focused/navigated item
11820
0
    if (g.NavId == id)
11821
0
    {
11822
0
        if (g.NavWindow != window)
11823
0
            SetNavWindow(window); // Always refresh g.NavWindow, because some operations such as FocusItem() may not have a window.
11824
0
        g.NavLayer = window->DC.NavLayerCurrent;
11825
0
        g.NavFocusScopeId = g.CurrentFocusScopeId;
11826
0
        g.NavIdIsAlive = true;
11827
0
        if (g.LastItemData.InFlags & ImGuiItemFlags_HasSelectionUserData)
11828
0
        {
11829
0
            IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid);
11830
0
            g.NavLastValidSelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData.
11831
0
        }
11832
0
        window->NavRectRel[window->DC.NavLayerCurrent] = WindowRectAbsToRel(window, nav_bb); // Store item bounding box (relative to window position)
11833
0
    }
11834
0
}
11835
11836
// Handle "scoring" of an item for a tabbing/focusing request initiated by NavUpdateCreateTabbingRequest().
11837
// Note that SetKeyboardFocusHere() API calls are considered tabbing requests!
11838
// - Case 1: no nav/active id:    set result to first eligible item, stop storing.
11839
// - Case 2: tab forward:         on ref id set counter, on counter elapse store result
11840
// - Case 3: tab forward wrap:    set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. // FIXME-TABBING: Could be done as a next-frame forwarded request
11841
// - Case 4: tab backward:        store all results, on ref id pick prev, stop storing
11842
// - Case 5: tab backward wrap:   store all results, on ref id if no result keep storing until last // FIXME-TABBING: Could be done as next-frame forwarded requested
11843
void ImGui::NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags)
11844
0
{
11845
0
    ImGuiContext& g = *GImGui;
11846
11847
0
    if ((move_flags & ImGuiNavMoveFlags_FocusApi) == 0)
11848
0
        if (g.NavLayer != g.CurrentWindow->DC.NavLayerCurrent)
11849
0
            return;
11850
11851
    // - Can always land on an item when using API call.
11852
    // - Tabbing with _NavEnableKeyboard (space/enter/arrows): goes through every item.
11853
    // - Tabbing without _NavEnableKeyboard: goes through inputable items only.
11854
0
    bool can_stop;
11855
0
    if (move_flags & ImGuiNavMoveFlags_FocusApi)
11856
0
        can_stop = true;
11857
0
    else
11858
0
        can_stop = (item_flags & ImGuiItemFlags_NoTabStop) == 0 && ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) || (item_flags & ImGuiItemFlags_Inputable));
11859
11860
    // Always store in NavMoveResultLocal (unlike directional request which uses NavMoveResultOther on sibling/flattened windows)
11861
0
    ImGuiNavItemData* result = &g.NavMoveResultLocal;
11862
0
    if (g.NavTabbingDir == +1)
11863
0
    {
11864
        // Tab Forward or SetKeyboardFocusHere() with >= 0
11865
0
        if (can_stop && g.NavTabbingResultFirst.ID == 0)
11866
0
            NavApplyItemToResult(&g.NavTabbingResultFirst);
11867
0
        if (can_stop && g.NavTabbingCounter > 0 && --g.NavTabbingCounter == 0)
11868
0
            NavMoveRequestResolveWithLastItem(result);
11869
0
        else if (g.NavId == id)
11870
0
            g.NavTabbingCounter = 1;
11871
0
    }
11872
0
    else if (g.NavTabbingDir == -1)
11873
0
    {
11874
        // Tab Backward
11875
0
        if (g.NavId == id)
11876
0
        {
11877
0
            if (result->ID)
11878
0
            {
11879
0
                g.NavMoveScoringItems = false;
11880
0
                NavUpdateAnyRequestFlag();
11881
0
            }
11882
0
        }
11883
0
        else if (can_stop)
11884
0
        {
11885
            // Keep applying until reaching NavId
11886
0
            NavApplyItemToResult(result);
11887
0
        }
11888
0
    }
11889
0
    else if (g.NavTabbingDir == 0)
11890
0
    {
11891
0
        if (can_stop && g.NavId == id)
11892
0
            NavMoveRequestResolveWithLastItem(result);
11893
0
        if (can_stop && g.NavTabbingResultFirst.ID == 0) // Tab init
11894
0
            NavApplyItemToResult(&g.NavTabbingResultFirst);
11895
0
    }
11896
0
}
11897
11898
bool ImGui::NavMoveRequestButNoResultYet()
11899
0
{
11900
0
    ImGuiContext& g = *GImGui;
11901
0
    return g.NavMoveScoringItems && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0;
11902
0
}
11903
11904
// FIXME: ScoringRect is not set
11905
void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)
11906
0
{
11907
0
    ImGuiContext& g = *GImGui;
11908
0
    IM_ASSERT(g.NavWindow != NULL);
11909
11910
0
    if (move_flags & ImGuiNavMoveFlags_IsTabbing)
11911
0
        move_flags |= ImGuiNavMoveFlags_AllowCurrentNavId;
11912
11913
0
    g.NavMoveSubmitted = g.NavMoveScoringItems = true;
11914
0
    g.NavMoveDir = move_dir;
11915
0
    g.NavMoveDirForDebug = move_dir;
11916
0
    g.NavMoveClipDir = clip_dir;
11917
0
    g.NavMoveFlags = move_flags;
11918
0
    g.NavMoveScrollFlags = scroll_flags;
11919
0
    g.NavMoveForwardToNextFrame = false;
11920
0
    g.NavMoveKeyMods = g.IO.KeyMods;
11921
0
    g.NavMoveResultLocal.Clear();
11922
0
    g.NavMoveResultLocalVisible.Clear();
11923
0
    g.NavMoveResultOther.Clear();
11924
0
    g.NavTabbingCounter = 0;
11925
0
    g.NavTabbingResultFirst.Clear();
11926
0
    NavUpdateAnyRequestFlag();
11927
0
}
11928
11929
void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result)
11930
0
{
11931
0
    ImGuiContext& g = *GImGui;
11932
0
    g.NavMoveScoringItems = false; // Ensure request doesn't need more processing
11933
0
    NavApplyItemToResult(result);
11934
0
    NavUpdateAnyRequestFlag();
11935
0
}
11936
11937
// Called by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere
11938
void ImGui::NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiNavTreeNodeData* tree_node_data)
11939
0
{
11940
0
    ImGuiContext& g = *GImGui;
11941
0
    g.NavMoveScoringItems = false;
11942
0
    g.LastItemData.ID = tree_node_data->ID;
11943
0
    g.LastItemData.InFlags = tree_node_data->InFlags & ~ImGuiItemFlags_HasSelectionUserData; // Losing SelectionUserData, recovered next-frame (cheaper).
11944
0
    g.LastItemData.NavRect = tree_node_data->NavRect;
11945
0
    NavApplyItemToResult(result); // Result this instead of implementing a NavApplyPastTreeNodeToResult()
11946
0
    NavClearPreferredPosForAxis(ImGuiAxis_Y);
11947
0
    NavUpdateAnyRequestFlag();
11948
0
}
11949
11950
void ImGui::NavMoveRequestCancel()
11951
0
{
11952
0
    ImGuiContext& g = *GImGui;
11953
0
    g.NavMoveSubmitted = g.NavMoveScoringItems = false;
11954
0
    NavUpdateAnyRequestFlag();
11955
0
}
11956
11957
// Forward will reuse the move request again on the next frame (generally with modifications done to it)
11958
void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)
11959
0
{
11960
0
    ImGuiContext& g = *GImGui;
11961
0
    IM_ASSERT(g.NavMoveForwardToNextFrame == false);
11962
0
    NavMoveRequestCancel();
11963
0
    g.NavMoveForwardToNextFrame = true;
11964
0
    g.NavMoveDir = move_dir;
11965
0
    g.NavMoveClipDir = clip_dir;
11966
0
    g.NavMoveFlags = move_flags | ImGuiNavMoveFlags_Forwarded;
11967
0
    g.NavMoveScrollFlags = scroll_flags;
11968
0
}
11969
11970
// Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire
11971
// popup is assembled and in case of appended popups it is not clear which EndPopup() call is final.
11972
void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags wrap_flags)
11973
0
{
11974
0
    ImGuiContext& g = *GImGui;
11975
0
    IM_ASSERT((wrap_flags & ImGuiNavMoveFlags_WrapMask_ ) != 0 && (wrap_flags & ~ImGuiNavMoveFlags_WrapMask_) == 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY
11976
11977
    // In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it:
11978
    // as NavEndFrame() will do the same test. It will end up calling NavUpdateCreateWrappingRequest().
11979
0
    if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == ImGuiNavLayer_Main)
11980
0
        g.NavMoveFlags = (g.NavMoveFlags & ~ImGuiNavMoveFlags_WrapMask_) | wrap_flags;
11981
0
}
11982
11983
// FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0).
11984
// This way we could find the last focused window among our children. It would be much less confusing this way?
11985
static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window)
11986
0
{
11987
0
    ImGuiWindow* parent = nav_window;
11988
0
    while (parent && parent->RootWindow != parent && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
11989
0
        parent = parent->ParentWindow;
11990
0
    if (parent && parent != nav_window)
11991
0
        parent->NavLastChildNavWindow = nav_window;
11992
0
}
11993
11994
// Restore the last focused child.
11995
// Call when we are expected to land on the Main Layer (0) after FocusWindow()
11996
static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window)
11997
0
{
11998
0
    if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive)
11999
0
        return window->NavLastChildNavWindow;
12000
0
    if (window->DockNodeAsHost && window->DockNodeAsHost->TabBar)
12001
0
        if (ImGuiTabItem* tab = TabBarFindMostRecentlySelectedTabForActiveWindow(window->DockNodeAsHost->TabBar))
12002
0
            return tab->Window;
12003
0
    return window;
12004
0
}
12005
12006
void ImGui::NavRestoreLayer(ImGuiNavLayer layer)
12007
0
{
12008
0
    ImGuiContext& g = *GImGui;
12009
0
    if (layer == ImGuiNavLayer_Main)
12010
0
    {
12011
0
        ImGuiWindow* prev_nav_window = g.NavWindow;
12012
0
        g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow);    // FIXME-NAV: Should clear ongoing nav requests?
12013
0
        g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
12014
0
        if (prev_nav_window)
12015
0
            IMGUI_DEBUG_LOG_FOCUS("[focus] NavRestoreLayer: from \"%s\" to SetNavWindow(\"%s\")\n", prev_nav_window->Name, g.NavWindow->Name);
12016
0
    }
12017
0
    ImGuiWindow* window = g.NavWindow;
12018
0
    if (window->NavLastIds[layer] != 0)
12019
0
    {
12020
0
        SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);
12021
0
    }
12022
0
    else
12023
0
    {
12024
0
        g.NavLayer = layer;
12025
0
        NavInitWindow(window, true);
12026
0
    }
12027
0
}
12028
12029
void ImGui::NavRestoreHighlightAfterMove()
12030
0
{
12031
0
    ImGuiContext& g = *GImGui;
12032
0
    g.NavDisableHighlight = false;
12033
0
    g.NavDisableMouseHover = g.NavMousePosDirty = true;
12034
0
}
12035
12036
static inline void ImGui::NavUpdateAnyRequestFlag()
12037
0
{
12038
0
    ImGuiContext& g = *GImGui;
12039
0
    g.NavAnyRequest = g.NavMoveScoringItems || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL);
12040
0
    if (g.NavAnyRequest)
12041
0
        IM_ASSERT(g.NavWindow != NULL);
12042
0
}
12043
12044
// This needs to be called before we submit any widget (aka in or before Begin)
12045
void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
12046
0
{
12047
    // FIXME: ChildWindow test here is wrong for docking
12048
0
    ImGuiContext& g = *GImGui;
12049
0
    IM_ASSERT(window == g.NavWindow);
12050
12051
0
    if (window->Flags & ImGuiWindowFlags_NoNavInputs)
12052
0
    {
12053
0
        g.NavId = 0;
12054
0
        g.NavFocusScopeId = window->NavRootFocusScopeId;
12055
0
        return;
12056
0
    }
12057
12058
0
    bool init_for_nav = false;
12059
0
    if (window == window->RootWindow || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit)
12060
0
        init_for_nav = true;
12061
0
    IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer);
12062
0
    if (init_for_nav)
12063
0
    {
12064
0
        SetNavID(0, g.NavLayer, window->NavRootFocusScopeId, ImRect());
12065
0
        g.NavInitRequest = true;
12066
0
        g.NavInitRequestFromMove = false;
12067
0
        g.NavInitResult.ID = 0;
12068
0
        NavUpdateAnyRequestFlag();
12069
0
    }
12070
0
    else
12071
0
    {
12072
0
        g.NavId = window->NavLastIds[0];
12073
0
        g.NavFocusScopeId = window->NavRootFocusScopeId;
12074
0
    }
12075
0
}
12076
12077
static ImVec2 ImGui::NavCalcPreferredRefPos()
12078
0
{
12079
0
    ImGuiContext& g = *GImGui;
12080
0
    ImGuiWindow* window = g.NavWindow;
12081
0
    if (g.NavDisableHighlight || !g.NavDisableMouseHover || !window)
12082
0
    {
12083
        // Mouse (we need a fallback in case the mouse becomes invalid after being used)
12084
        // The +1.0f offset when stored by OpenPopupEx() allows reopening this or another popup (same or another mouse button) while not moving the mouse, it is pretty standard.
12085
        // In theory we could move that +1.0f offset in OpenPopupEx()
12086
0
        ImVec2 p = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : g.MouseLastValidPos;
12087
0
        return ImVec2(p.x + 1.0f, p.y);
12088
0
    }
12089
0
    else
12090
0
    {
12091
        // When navigation is active and mouse is disabled, pick a position around the bottom left of the currently navigated item
12092
        // Take account of upcoming scrolling (maybe set mouse pos should be done in EndFrame?)
12093
0
        ImRect rect_rel = WindowRectRelToAbs(window, window->NavRectRel[g.NavLayer]);
12094
0
        if (window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX))
12095
0
        {
12096
0
            ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
12097
0
            rect_rel.Translate(window->Scroll - next_scroll);
12098
0
        }
12099
0
        ImVec2 pos = ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight()));
12100
0
        ImGuiViewport* viewport = window->Viewport;
12101
0
        return ImTrunc(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImTrunc() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta.
12102
0
    }
12103
0
}
12104
12105
float ImGui::GetNavTweakPressedAmount(ImGuiAxis axis)
12106
0
{
12107
0
    ImGuiContext& g = *GImGui;
12108
0
    float repeat_delay, repeat_rate;
12109
0
    GetTypematicRepeatRate(ImGuiInputFlags_RepeatRateNavTweak, &repeat_delay, &repeat_rate);
12110
12111
0
    ImGuiKey key_less, key_more;
12112
0
    if (g.NavInputSource == ImGuiInputSource_Gamepad)
12113
0
    {
12114
0
        key_less = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadLeft : ImGuiKey_GamepadDpadUp;
12115
0
        key_more = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadRight : ImGuiKey_GamepadDpadDown;
12116
0
    }
12117
0
    else
12118
0
    {
12119
0
        key_less = (axis == ImGuiAxis_X) ? ImGuiKey_LeftArrow : ImGuiKey_UpArrow;
12120
0
        key_more = (axis == ImGuiAxis_X) ? ImGuiKey_RightArrow : ImGuiKey_DownArrow;
12121
0
    }
12122
0
    float amount = (float)GetKeyPressedAmount(key_more, repeat_delay, repeat_rate) - (float)GetKeyPressedAmount(key_less, repeat_delay, repeat_rate);
12123
0
    if (amount != 0.0f && IsKeyDown(key_less) && IsKeyDown(key_more)) // Cancel when opposite directions are held, regardless of repeat phase
12124
0
        amount = 0.0f;
12125
0
    return amount;
12126
0
}
12127
12128
static void ImGui::NavUpdate()
12129
0
{
12130
0
    ImGuiContext& g = *GImGui;
12131
0
    ImGuiIO& io = g.IO;
12132
12133
0
    io.WantSetMousePos = false;
12134
    //if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG_NAV("[nav] NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
12135
12136
    // Set input source based on which keys are last pressed (as some features differs when used with Gamepad vs Keyboard)
12137
    // FIXME-NAV: Now that keys are separated maybe we can get rid of NavInputSource?
12138
0
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
12139
0
    const ImGuiKey nav_gamepad_keys_to_change_source[] = { ImGuiKey_GamepadFaceRight, ImGuiKey_GamepadFaceLeft, ImGuiKey_GamepadFaceUp, ImGuiKey_GamepadFaceDown, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown };
12140
0
    if (nav_gamepad_active)
12141
0
        for (ImGuiKey key : nav_gamepad_keys_to_change_source)
12142
0
            if (IsKeyDown(key))
12143
0
                g.NavInputSource = ImGuiInputSource_Gamepad;
12144
0
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12145
0
    const ImGuiKey nav_keyboard_keys_to_change_source[] = { ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, ImGuiKey_RightArrow, ImGuiKey_LeftArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow };
12146
0
    if (nav_keyboard_active)
12147
0
        for (ImGuiKey key : nav_keyboard_keys_to_change_source)
12148
0
            if (IsKeyDown(key))
12149
0
                g.NavInputSource = ImGuiInputSource_Keyboard;
12150
12151
    // Process navigation init request (select first/default focus)
12152
0
    g.NavJustMovedToId = 0;
12153
0
    if (g.NavInitResult.ID != 0)
12154
0
        NavInitRequestApplyResult();
12155
0
    g.NavInitRequest = false;
12156
0
    g.NavInitRequestFromMove = false;
12157
0
    g.NavInitResult.ID = 0;
12158
12159
    // Process navigation move request
12160
0
    if (g.NavMoveSubmitted)
12161
0
        NavMoveRequestApplyResult();
12162
0
    g.NavTabbingCounter = 0;
12163
0
    g.NavMoveSubmitted = g.NavMoveScoringItems = false;
12164
12165
    // Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling)
12166
0
    bool set_mouse_pos = false;
12167
0
    if (g.NavMousePosDirty && g.NavIdIsAlive)
12168
0
        if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow)
12169
0
            set_mouse_pos = true;
12170
0
    g.NavMousePosDirty = false;
12171
0
    IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu);
12172
12173
    // Store our return window (for returning from Menu Layer to Main Layer) and clear it as soon as we step back in our own Layer 0
12174
0
    if (g.NavWindow)
12175
0
        NavSaveLastChildNavWindowIntoParent(g.NavWindow);
12176
0
    if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main)
12177
0
        g.NavWindow->NavLastChildNavWindow = NULL;
12178
12179
    // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.)
12180
0
    NavUpdateWindowing();
12181
12182
    // Set output flags for user application
12183
0
    io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
12184
0
    io.NavVisible = (io.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL);
12185
12186
    // Process NavCancel input (to close a popup, get back to parent, clear focus)
12187
0
    NavUpdateCancelRequest();
12188
12189
    // Process manual activation request
12190
0
    g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = 0;
12191
0
    g.NavActivateFlags = ImGuiActivateFlags_None;
12192
0
    if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
12193
0
    {
12194
0
        const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate));
12195
0
        const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, false)));
12196
0
        const bool input_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Enter)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput));
12197
0
        const bool input_pressed = input_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Enter, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, false)));
12198
0
        if (g.ActiveId == 0 && activate_pressed)
12199
0
        {
12200
0
            g.NavActivateId = g.NavId;
12201
0
            g.NavActivateFlags = ImGuiActivateFlags_PreferTweak;
12202
0
        }
12203
0
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed)
12204
0
        {
12205
0
            g.NavActivateId = g.NavId;
12206
0
            g.NavActivateFlags = ImGuiActivateFlags_PreferInput;
12207
0
        }
12208
0
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_down || input_down))
12209
0
            g.NavActivateDownId = g.NavId;
12210
0
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_pressed || input_pressed))
12211
0
            g.NavActivatePressedId = g.NavId;
12212
0
    }
12213
0
    if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
12214
0
        g.NavDisableHighlight = true;
12215
0
    if (g.NavActivateId != 0)
12216
0
        IM_ASSERT(g.NavActivateDownId == g.NavActivateId);
12217
12218
    // Process programmatic activation request
12219
    // FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others)
12220
0
    if (g.NavNextActivateId != 0)
12221
0
    {
12222
0
        g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId;
12223
0
        g.NavActivateFlags = g.NavNextActivateFlags;
12224
0
    }
12225
0
    g.NavNextActivateId = 0;
12226
12227
    // Process move requests
12228
0
    NavUpdateCreateMoveRequest();
12229
0
    if (g.NavMoveDir == ImGuiDir_None)
12230
0
        NavUpdateCreateTabbingRequest();
12231
0
    NavUpdateAnyRequestFlag();
12232
0
    g.NavIdIsAlive = false;
12233
12234
    // Scrolling
12235
0
    if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
12236
0
    {
12237
        // *Fallback* manual-scroll with Nav directional keys when window has no navigable item
12238
0
        ImGuiWindow* window = g.NavWindow;
12239
0
        const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
12240
0
        const ImGuiDir move_dir = g.NavMoveDir;
12241
0
        if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY && move_dir != ImGuiDir_None)
12242
0
        {
12243
0
            if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right)
12244
0
                SetScrollX(window, ImTrunc(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
12245
0
            if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down)
12246
0
                SetScrollY(window, ImTrunc(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));
12247
0
        }
12248
12249
        // *Normal* Manual scroll with LStick
12250
        // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
12251
0
        if (nav_gamepad_active)
12252
0
        {
12253
0
            const ImVec2 scroll_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
12254
0
            const float tweak_factor = IsKeyDown(ImGuiKey_NavGamepadTweakSlow) ? 1.0f / 10.0f : IsKeyDown(ImGuiKey_NavGamepadTweakFast) ? 10.0f : 1.0f;
12255
0
            if (scroll_dir.x != 0.0f && window->ScrollbarX)
12256
0
                SetScrollX(window, ImTrunc(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor));
12257
0
            if (scroll_dir.y != 0.0f)
12258
0
                SetScrollY(window, ImTrunc(window->Scroll.y + scroll_dir.y * scroll_speed * tweak_factor));
12259
0
        }
12260
0
    }
12261
12262
    // Always prioritize mouse highlight if navigation is disabled
12263
0
    if (!nav_keyboard_active && !nav_gamepad_active)
12264
0
    {
12265
0
        g.NavDisableHighlight = true;
12266
0
        g.NavDisableMouseHover = set_mouse_pos = false;
12267
0
    }
12268
12269
    // Update mouse position if requested
12270
    // (This will take into account the possibility that a Scroll was queued in the window to offset our absolute mouse position before scroll has been applied)
12271
0
    if (set_mouse_pos && (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos))
12272
0
        TeleportMousePos(NavCalcPreferredRefPos());
12273
12274
    // [DEBUG]
12275
0
    g.NavScoringDebugCount = 0;
12276
#if IMGUI_DEBUG_NAV_RECTS
12277
    if (ImGuiWindow* debug_window = g.NavWindow)
12278
    {
12279
        ImDrawList* draw_list = GetForegroundDrawList(debug_window);
12280
        int layer = g.NavLayer; /* for (int layer = 0; layer < 2; layer++)*/ { ImRect r = WindowRectRelToAbs(debug_window, debug_window->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 200, 0, 255)); }
12281
        //if (1) { ImU32 col = (!debug_window->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
12282
    }
12283
#endif
12284
0
}
12285
12286
void ImGui::NavInitRequestApplyResult()
12287
0
{
12288
    // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void)
12289
0
    ImGuiContext& g = *GImGui;
12290
0
    if (!g.NavWindow)
12291
0
        return;
12292
12293
0
    ImGuiNavItemData* result = &g.NavInitResult;
12294
0
    if (g.NavId != result->ID)
12295
0
    {
12296
0
        g.NavJustMovedToId = result->ID;
12297
0
        g.NavJustMovedToFocusScopeId = result->FocusScopeId;
12298
0
        g.NavJustMovedToKeyMods = 0;
12299
0
    }
12300
12301
    // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
12302
    // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently.
12303
0
    IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: ApplyResult: NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name);
12304
0
    SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
12305
0
    g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result
12306
0
    if (result->SelectionUserData != ImGuiSelectionUserData_Invalid)
12307
0
        g.NavLastValidSelectionUserData = result->SelectionUserData;
12308
0
    if (g.NavInitRequestFromMove)
12309
0
        NavRestoreHighlightAfterMove();
12310
0
}
12311
12312
// Bias scoring rect ahead of scoring + update preferred pos (if missing) using source position
12313
static void NavBiasScoringRect(ImRect& r, ImVec2& preferred_pos_rel, ImGuiDir move_dir, ImGuiNavMoveFlags move_flags)
12314
0
{
12315
    // Bias initial rect
12316
0
    ImGuiContext& g = *GImGui;
12317
0
    const ImVec2 rel_to_abs_offset = g.NavWindow->DC.CursorStartPos;
12318
12319
    // Initialize bias on departure if we don't have any. So mouse-click + arrow will record bias.
12320
    // - We default to L/U bias, so moving down from a large source item into several columns will land on left-most column.
12321
    // - But each successful move sets new bias on one axis, only cleared when using mouse.
12322
0
    if ((move_flags & ImGuiNavMoveFlags_Forwarded) == 0)
12323
0
    {
12324
0
        if (preferred_pos_rel.x == FLT_MAX)
12325
0
            preferred_pos_rel.x = ImMin(r.Min.x + 1.0f, r.Max.x) - rel_to_abs_offset.x;
12326
0
        if (preferred_pos_rel.y == FLT_MAX)
12327
0
            preferred_pos_rel.y = r.GetCenter().y - rel_to_abs_offset.y;
12328
0
    }
12329
12330
    // Apply general bias on the other axis
12331
0
    if ((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) && preferred_pos_rel.x != FLT_MAX)
12332
0
        r.Min.x = r.Max.x = preferred_pos_rel.x + rel_to_abs_offset.x;
12333
0
    else if ((move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) && preferred_pos_rel.y != FLT_MAX)
12334
0
        r.Min.y = r.Max.y = preferred_pos_rel.y + rel_to_abs_offset.y;
12335
0
}
12336
12337
void ImGui::NavUpdateCreateMoveRequest()
12338
0
{
12339
0
    ImGuiContext& g = *GImGui;
12340
0
    ImGuiIO& io = g.IO;
12341
0
    ImGuiWindow* window = g.NavWindow;
12342
0
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
12343
0
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12344
12345
0
    if (g.NavMoveForwardToNextFrame && window != NULL)
12346
0
    {
12347
        // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window)
12348
        // (preserve most state, which were already set by the NavMoveRequestForward() function)
12349
0
        IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None);
12350
0
        IM_ASSERT(g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded);
12351
0
        IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir);
12352
0
    }
12353
0
    else
12354
0
    {
12355
        // Initiate directional inputs request
12356
0
        g.NavMoveDir = ImGuiDir_None;
12357
0
        g.NavMoveFlags = ImGuiNavMoveFlags_None;
12358
0
        g.NavMoveScrollFlags = ImGuiScrollFlags_None;
12359
0
        if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs))
12360
0
        {
12361
0
            const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateNavMove;
12362
0
            if (!IsActiveIdUsingNavDir(ImGuiDir_Left)  && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft,  ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow,  ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Left; }
12363
0
            if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Right; }
12364
0
            if (!IsActiveIdUsingNavDir(ImGuiDir_Up)    && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp,    ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow,    ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Up; }
12365
0
            if (!IsActiveIdUsingNavDir(ImGuiDir_Down)  && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadDown,  ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_DownArrow,  ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Down; }
12366
0
        }
12367
0
        g.NavMoveClipDir = g.NavMoveDir;
12368
0
        g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX);
12369
0
    }
12370
12371
    // Update PageUp/PageDown/Home/End scroll
12372
    // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag?
12373
0
    float scoring_rect_offset_y = 0.0f;
12374
0
    if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active)
12375
0
        scoring_rect_offset_y = NavUpdatePageUpPageDown();
12376
0
    if (scoring_rect_offset_y != 0.0f)
12377
0
    {
12378
0
        g.NavScoringNoClipRect = window->InnerRect;
12379
0
        g.NavScoringNoClipRect.TranslateY(scoring_rect_offset_y);
12380
0
    }
12381
12382
    // [DEBUG] Always send a request when holding CTRL. Hold CTRL + Arrow change the direction.
12383
#if IMGUI_DEBUG_NAV_SCORING
12384
    //if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C))
12385
    //    g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3);
12386
    if (io.KeyCtrl)
12387
    {
12388
        if (g.NavMoveDir == ImGuiDir_None)
12389
            g.NavMoveDir = g.NavMoveDirForDebug;
12390
        g.NavMoveClipDir = g.NavMoveDir;
12391
        g.NavMoveFlags |= ImGuiNavMoveFlags_DebugNoResult;
12392
    }
12393
#endif
12394
12395
    // Submit
12396
0
    g.NavMoveForwardToNextFrame = false;
12397
0
    if (g.NavMoveDir != ImGuiDir_None)
12398
0
        NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags);
12399
12400
    // Moving with no reference triggers an init request (will be used as a fallback if the direction fails to find a match)
12401
0
    if (g.NavMoveSubmitted && g.NavId == 0)
12402
0
    {
12403
0
        IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", window ? window->Name : "<NULL>", g.NavLayer);
12404
0
        g.NavInitRequest = g.NavInitRequestFromMove = true;
12405
0
        g.NavInitResult.ID = 0;
12406
0
        g.NavDisableHighlight = false;
12407
0
    }
12408
12409
    // When using gamepad, we project the reference nav bounding box into window visible area.
12410
    // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling,
12411
    // since with gamepad all movements are relative (can't focus a visible object like we can with the mouse).
12412
0
    if (g.NavMoveSubmitted && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)// && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded))
12413
0
    {
12414
0
        bool clamp_x = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapX)) == 0;
12415
0
        bool clamp_y = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapY)) == 0;
12416
0
        ImRect inner_rect_rel = WindowRectAbsToRel(window, ImRect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)));
12417
12418
        // Take account of changing scroll to handle triggering a new move request on a scrolling frame. (#6171)
12419
        // Otherwise 'inner_rect_rel' would be off on the move result frame.
12420
0
        inner_rect_rel.Translate(CalcNextScrollFromScrollTargetAndClamp(window) - window->Scroll);
12421
12422
0
        if ((clamp_x || clamp_y) && !inner_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
12423
0
        {
12424
0
            IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel for gamepad move\n");
12425
0
            float pad_x = ImMin(inner_rect_rel.GetWidth(), window->CalcFontSize() * 0.5f);
12426
0
            float pad_y = ImMin(inner_rect_rel.GetHeight(), window->CalcFontSize() * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item
12427
0
            inner_rect_rel.Min.x = clamp_x ? (inner_rect_rel.Min.x + pad_x) : -FLT_MAX;
12428
0
            inner_rect_rel.Max.x = clamp_x ? (inner_rect_rel.Max.x - pad_x) : +FLT_MAX;
12429
0
            inner_rect_rel.Min.y = clamp_y ? (inner_rect_rel.Min.y + pad_y) : -FLT_MAX;
12430
0
            inner_rect_rel.Max.y = clamp_y ? (inner_rect_rel.Max.y - pad_y) : +FLT_MAX;
12431
0
            window->NavRectRel[g.NavLayer].ClipWithFull(inner_rect_rel);
12432
0
            g.NavId = 0;
12433
0
        }
12434
0
    }
12435
12436
    // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)
12437
0
    ImRect scoring_rect;
12438
0
    if (window != NULL)
12439
0
    {
12440
0
        ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0);
12441
0
        scoring_rect = WindowRectRelToAbs(window, nav_rect_rel);
12442
0
        scoring_rect.TranslateY(scoring_rect_offset_y);
12443
0
        if (g.NavMoveSubmitted)
12444
0
            NavBiasScoringRect(scoring_rect, window->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer], g.NavMoveDir, g.NavMoveFlags);
12445
0
        IM_ASSERT(!scoring_rect.IsInverted()); // Ensure we have a non-inverted bounding box here will allow us to remove extraneous ImFabs() calls in NavScoreItem().
12446
        //GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG]
12447
        //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG]
12448
0
    }
12449
0
    g.NavScoringRect = scoring_rect;
12450
0
    g.NavScoringNoClipRect.Add(scoring_rect);
12451
0
}
12452
12453
void ImGui::NavUpdateCreateTabbingRequest()
12454
0
{
12455
0
    ImGuiContext& g = *GImGui;
12456
0
    ImGuiWindow* window = g.NavWindow;
12457
0
    IM_ASSERT(g.NavMoveDir == ImGuiDir_None);
12458
0
    if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs))
12459
0
        return;
12460
12461
0
    const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat) && !g.IO.KeyCtrl && !g.IO.KeyAlt;
12462
0
    if (!tab_pressed)
12463
0
        return;
12464
12465
    // Initiate tabbing request
12466
    // (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags_NavEnableKeyboard flag!)
12467
    // See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping.
12468
0
    const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12469
0
    if (nav_keyboard_active)
12470
0
        g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.NavDisableHighlight == true && g.ActiveId == 0) ? 0 : +1;
12471
0
    else
12472
0
        g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1;
12473
0
    ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate;
12474
0
    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
12475
0
    ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down;
12476
0
    NavMoveRequestSubmit(ImGuiDir_None, clip_dir, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
12477
0
    g.NavTabbingCounter = -1;
12478
0
}
12479
12480
// Apply result from previous frame navigation directional move request. Always called from NavUpdate()
12481
void ImGui::NavMoveRequestApplyResult()
12482
0
{
12483
0
    ImGuiContext& g = *GImGui;
12484
#if IMGUI_DEBUG_NAV_SCORING
12485
    if (g.NavMoveFlags & ImGuiNavMoveFlags_DebugNoResult) // [DEBUG] Scoring all items in NavWindow at all times
12486
        return;
12487
#endif
12488
12489
    // Select which result to use
12490
0
    ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL;
12491
12492
    // Tabbing forward wrap
12493
0
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && result == NULL)
12494
0
        if ((g.NavTabbingCounter == 1 || g.NavTabbingDir == 0) && g.NavTabbingResultFirst.ID)
12495
0
            result = &g.NavTabbingResultFirst;
12496
12497
    // In a situation when there are no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result)
12498
0
    const ImGuiAxis axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X;
12499
0
    if (result == NULL)
12500
0
    {
12501
0
        if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing)
12502
0
            g.NavMoveFlags |= ImGuiNavMoveFlags_NoSetNavHighlight;
12503
0
        if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavHighlight) == 0)
12504
0
            NavRestoreHighlightAfterMove();
12505
0
        NavClearPreferredPosForAxis(axis); // On a failed move, clear preferred pos for this axis.
12506
0
        IMGUI_DEBUG_LOG_NAV("[nav] NavMoveSubmitted but not led to a result!\n");
12507
0
        return;
12508
0
    }
12509
12510
    // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page.
12511
0
    if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet)
12512
0
        if (g.NavMoveResultLocalVisible.ID != 0 && g.NavMoveResultLocalVisible.ID != g.NavId)
12513
0
            result = &g.NavMoveResultLocalVisible;
12514
12515
    // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules.
12516
0
    if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow)
12517
0
        if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter))
12518
0
            result = &g.NavMoveResultOther;
12519
0
    IM_ASSERT(g.NavWindow && result->Window);
12520
12521
    // Scroll to keep newly navigated item fully into view.
12522
0
    if (g.NavLayer == ImGuiNavLayer_Main)
12523
0
    {
12524
0
        ImRect rect_abs = WindowRectRelToAbs(result->Window, result->RectRel);
12525
0
        ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags);
12526
12527
0
        if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdgeY)
12528
0
        {
12529
            // FIXME: Should remove this? Or make more precise: use ScrollToRectEx() with edge?
12530
0
            float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f;
12531
0
            SetScrollY(result->Window, scroll_target);
12532
0
        }
12533
0
    }
12534
12535
0
    if (g.NavWindow != result->Window)
12536
0
    {
12537
0
        IMGUI_DEBUG_LOG_FOCUS("[focus] NavMoveRequest: SetNavWindow(\"%s\")\n", result->Window->Name);
12538
0
        g.NavWindow = result->Window;
12539
0
        g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
12540
0
    }
12541
0
    if (g.ActiveId != result->ID)
12542
0
        ClearActiveID();
12543
12544
    // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId)
12545
    // PageUp/PageDown however sets always set NavJustMovedTo (vs Home/End which doesn't) mimicking Windows behavior.
12546
0
    if ((g.NavId != result->ID || (g.NavMoveFlags & ImGuiNavMoveFlags_IsPageMove)) && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSelect) == 0)
12547
0
    {
12548
0
        g.NavJustMovedToId = result->ID;
12549
0
        g.NavJustMovedToFocusScopeId = result->FocusScopeId;
12550
0
        g.NavJustMovedToKeyMods = g.NavMoveKeyMods;
12551
0
    }
12552
12553
    // Apply new NavID/Focus
12554
0
    IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name);
12555
0
    ImVec2 preferred_scoring_pos_rel = g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer];
12556
0
    SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
12557
0
    if (result->SelectionUserData != ImGuiSelectionUserData_Invalid)
12558
0
        g.NavLastValidSelectionUserData = result->SelectionUserData;
12559
12560
    // Restore last preferred position for current axis
12561
    // (storing in RootWindowForNav-> as the info is desirable at the beginning of a Move Request. In theory all storage should use RootWindowForNav..)
12562
0
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) == 0)
12563
0
    {
12564
0
        preferred_scoring_pos_rel[axis] = result->RectRel.GetCenter()[axis];
12565
0
        g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer] = preferred_scoring_pos_rel;
12566
0
    }
12567
12568
    // Tabbing: Activates Inputable, otherwise only Focus
12569
0
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && (result->InFlags & ImGuiItemFlags_Inputable) == 0)
12570
0
        g.NavMoveFlags &= ~ImGuiNavMoveFlags_Activate;
12571
12572
    // Activate
12573
0
    if (g.NavMoveFlags & ImGuiNavMoveFlags_Activate)
12574
0
    {
12575
0
        g.NavNextActivateId = result->ID;
12576
0
        g.NavNextActivateFlags = ImGuiActivateFlags_None;
12577
0
        if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing)
12578
0
            g.NavNextActivateFlags |= ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState;
12579
0
    }
12580
12581
    // Enable nav highlight
12582
0
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavHighlight) == 0)
12583
0
        NavRestoreHighlightAfterMove();
12584
0
}
12585
12586
// Process NavCancel input (to close a popup, get back to parent, clear focus)
12587
// FIXME: In order to support e.g. Escape to clear a selection we'll need:
12588
// - either to store the equivalent of ActiveIdUsingKeyInputMask for a FocusScope and test for it.
12589
// - either to move most/all of those tests to the epilogue/end functions of the scope they are dealing with (e.g. exit child window in EndChild()) or in EndFrame(), to allow an earlier intercept
12590
static void ImGui::NavUpdateCancelRequest()
12591
0
{
12592
0
    ImGuiContext& g = *GImGui;
12593
0
    const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
12594
0
    const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12595
0
    if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, ImGuiKeyOwner_None)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, ImGuiKeyOwner_None)))
12596
0
        return;
12597
12598
0
    IMGUI_DEBUG_LOG_NAV("[nav] NavUpdateCancelRequest()\n");
12599
0
    if (g.ActiveId != 0)
12600
0
    {
12601
0
        ClearActiveID();
12602
0
    }
12603
0
    else if (g.NavLayer != ImGuiNavLayer_Main)
12604
0
    {
12605
        // Leave the "menu" layer
12606
0
        NavRestoreLayer(ImGuiNavLayer_Main);
12607
0
        NavRestoreHighlightAfterMove();
12608
0
    }
12609
0
    else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow)
12610
0
    {
12611
        // Exit child window
12612
0
        ImGuiWindow* child_window = g.NavWindow;
12613
0
        ImGuiWindow* parent_window = g.NavWindow->ParentWindow;
12614
0
        IM_ASSERT(child_window->ChildId != 0);
12615
0
        ImRect child_rect = child_window->Rect();
12616
0
        FocusWindow(parent_window);
12617
0
        SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_rect));
12618
0
        NavRestoreHighlightAfterMove();
12619
0
    }
12620
0
    else if (g.OpenPopupStack.Size > 0 && g.OpenPopupStack.back().Window != NULL && !(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal))
12621
0
    {
12622
        // Close open popup/menu
12623
0
        ClosePopupToLevel(g.OpenPopupStack.Size - 1, true);
12624
0
    }
12625
0
    else
12626
0
    {
12627
        // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were
12628
0
        if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow)))
12629
0
            g.NavWindow->NavLastIds[0] = 0;
12630
0
        g.NavId = 0;
12631
0
    }
12632
0
}
12633
12634
// Handle PageUp/PageDown/Home/End keys
12635
// Called from NavUpdateCreateMoveRequest() which will use our output to create a move request
12636
// FIXME-NAV: This doesn't work properly with NavFlattened siblings as we use NavWindow rectangle for reference
12637
// FIXME-NAV: how to get Home/End to aim at the beginning/end of a 2D grid?
12638
static float ImGui::NavUpdatePageUpPageDown()
12639
0
{
12640
0
    ImGuiContext& g = *GImGui;
12641
0
    ImGuiWindow* window = g.NavWindow;
12642
0
    if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL)
12643
0
        return 0.0f;
12644
12645
0
    const bool page_up_held = IsKeyDown(ImGuiKey_PageUp, ImGuiKeyOwner_None);
12646
0
    const bool page_down_held = IsKeyDown(ImGuiKey_PageDown, ImGuiKeyOwner_None);
12647
0
    const bool home_pressed = IsKeyPressed(ImGuiKey_Home, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat);
12648
0
    const bool end_pressed = IsKeyPressed(ImGuiKey_End, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat);
12649
0
    if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out
12650
0
        return 0.0f;
12651
12652
0
    if (g.NavLayer != ImGuiNavLayer_Main)
12653
0
        NavRestoreLayer(ImGuiNavLayer_Main);
12654
12655
0
    if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY)
12656
0
    {
12657
        // Fallback manual-scroll when window has no navigable item
12658
0
        if (IsKeyPressed(ImGuiKey_PageUp, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat))
12659
0
            SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight());
12660
0
        else if (IsKeyPressed(ImGuiKey_PageDown, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat))
12661
0
            SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight());
12662
0
        else if (home_pressed)
12663
0
            SetScrollY(window, 0.0f);
12664
0
        else if (end_pressed)
12665
0
            SetScrollY(window, window->ScrollMax.y);
12666
0
    }
12667
0
    else
12668
0
    {
12669
0
        ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];
12670
0
        const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());
12671
0
        float nav_scoring_rect_offset_y = 0.0f;
12672
0
        if (IsKeyPressed(ImGuiKey_PageUp, true))
12673
0
        {
12674
0
            nav_scoring_rect_offset_y = -page_offset_y;
12675
0
            g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item)
12676
0
            g.NavMoveClipDir = ImGuiDir_Up;
12677
0
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove;
12678
0
        }
12679
0
        else if (IsKeyPressed(ImGuiKey_PageDown, true))
12680
0
        {
12681
0
            nav_scoring_rect_offset_y = +page_offset_y;
12682
0
            g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item)
12683
0
            g.NavMoveClipDir = ImGuiDir_Down;
12684
0
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove;
12685
0
        }
12686
0
        else if (home_pressed)
12687
0
        {
12688
            // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y
12689
            // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdgeY flag, we don't scroll immediately to avoid scrolling happening before nav result.
12690
            // Preserve current horizontal position if we have any.
12691
0
            nav_rect_rel.Min.y = nav_rect_rel.Max.y = 0.0f;
12692
0
            if (nav_rect_rel.IsInverted())
12693
0
                nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
12694
0
            g.NavMoveDir = ImGuiDir_Down;
12695
0
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;
12696
            // FIXME-NAV: MoveClipDir left to _None, intentional?
12697
0
        }
12698
0
        else if (end_pressed)
12699
0
        {
12700
0
            nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ContentSize.y;
12701
0
            if (nav_rect_rel.IsInverted())
12702
0
                nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
12703
0
            g.NavMoveDir = ImGuiDir_Up;
12704
0
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;
12705
            // FIXME-NAV: MoveClipDir left to _None, intentional?
12706
0
        }
12707
0
        return nav_scoring_rect_offset_y;
12708
0
    }
12709
0
    return 0.0f;
12710
0
}
12711
12712
static void ImGui::NavEndFrame()
12713
0
{
12714
0
    ImGuiContext& g = *GImGui;
12715
12716
    // Show CTRL+TAB list window
12717
0
    if (g.NavWindowingTarget != NULL)
12718
0
        NavUpdateWindowingOverlay();
12719
12720
    // Perform wrap-around in menus
12721
    // FIXME-NAV: Wrap may need to apply a weight bias on the other axis. e.g. 4x4 grid with 2 last items missing on last item won't handle LoopY/WrapY correctly.
12722
    // FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame.
12723
0
    if (g.NavWindow && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & ImGuiNavMoveFlags_WrapMask_) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0)
12724
0
        NavUpdateCreateWrappingRequest();
12725
0
}
12726
12727
static void ImGui::NavUpdateCreateWrappingRequest()
12728
0
{
12729
0
    ImGuiContext& g = *GImGui;
12730
0
    ImGuiWindow* window = g.NavWindow;
12731
12732
0
    bool do_forward = false;
12733
0
    ImRect bb_rel = window->NavRectRel[g.NavLayer];
12734
0
    ImGuiDir clip_dir = g.NavMoveDir;
12735
12736
0
    const ImGuiNavMoveFlags move_flags = g.NavMoveFlags;
12737
    //const ImGuiAxis move_axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X;
12738
0
    if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
12739
0
    {
12740
0
        bb_rel.Min.x = bb_rel.Max.x = window->ContentSize.x + window->WindowPadding.x;
12741
0
        if (move_flags & ImGuiNavMoveFlags_WrapX)
12742
0
        {
12743
0
            bb_rel.TranslateY(-bb_rel.GetHeight()); // Previous row
12744
0
            clip_dir = ImGuiDir_Up;
12745
0
        }
12746
0
        do_forward = true;
12747
0
    }
12748
0
    if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
12749
0
    {
12750
0
        bb_rel.Min.x = bb_rel.Max.x = -window->WindowPadding.x;
12751
0
        if (move_flags & ImGuiNavMoveFlags_WrapX)
12752
0
        {
12753
0
            bb_rel.TranslateY(+bb_rel.GetHeight()); // Next row
12754
0
            clip_dir = ImGuiDir_Down;
12755
0
        }
12756
0
        do_forward = true;
12757
0
    }
12758
0
    if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
12759
0
    {
12760
0
        bb_rel.Min.y = bb_rel.Max.y = window->ContentSize.y + window->WindowPadding.y;
12761
0
        if (move_flags & ImGuiNavMoveFlags_WrapY)
12762
0
        {
12763
0
            bb_rel.TranslateX(-bb_rel.GetWidth()); // Previous column
12764
0
            clip_dir = ImGuiDir_Left;
12765
0
        }
12766
0
        do_forward = true;
12767
0
    }
12768
0
    if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
12769
0
    {
12770
0
        bb_rel.Min.y = bb_rel.Max.y = -window->WindowPadding.y;
12771
0
        if (move_flags & ImGuiNavMoveFlags_WrapY)
12772
0
        {
12773
0
            bb_rel.TranslateX(+bb_rel.GetWidth()); // Next column
12774
0
            clip_dir = ImGuiDir_Right;
12775
0
        }
12776
0
        do_forward = true;
12777
0
    }
12778
0
    if (!do_forward)
12779
0
        return;
12780
0
    window->NavRectRel[g.NavLayer] = bb_rel;
12781
0
    NavClearPreferredPosForAxis(ImGuiAxis_X);
12782
0
    NavClearPreferredPosForAxis(ImGuiAxis_Y);
12783
0
    NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags);
12784
0
}
12785
12786
static int ImGui::FindWindowFocusIndex(ImGuiWindow* window)
12787
0
{
12788
0
    ImGuiContext& g = *GImGui;
12789
0
    IM_UNUSED(g);
12790
0
    int order = window->FocusOrder;
12791
0
    IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking)
12792
0
    IM_ASSERT(g.WindowsFocusOrder[order] == window);
12793
0
    return order;
12794
0
}
12795
12796
static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N)
12797
0
{
12798
0
    ImGuiContext& g = *GImGui;
12799
0
    for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir)
12800
0
        if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i]))
12801
0
            return g.WindowsFocusOrder[i];
12802
0
    return NULL;
12803
0
}
12804
12805
static void NavUpdateWindowingHighlightWindow(int focus_change_dir)
12806
0
{
12807
0
    ImGuiContext& g = *GImGui;
12808
0
    IM_ASSERT(g.NavWindowingTarget);
12809
0
    if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal)
12810
0
        return;
12811
12812
0
    const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget);
12813
0
    ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir);
12814
0
    if (!window_target)
12815
0
        window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir);
12816
0
    if (window_target) // Don't reset windowing target if there's a single window in the list
12817
0
    {
12818
0
        g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target;
12819
0
        g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
12820
0
    }
12821
0
    g.NavWindowingToggleLayer = false;
12822
0
}
12823
12824
// Windowing management mode
12825
// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer)
12826
// Gamepad:  Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer)
12827
static void ImGui::NavUpdateWindowing()
12828
0
{
12829
0
    ImGuiContext& g = *GImGui;
12830
0
    ImGuiIO& io = g.IO;
12831
12832
0
    ImGuiWindow* apply_focus_window = NULL;
12833
0
    bool apply_toggle_layer = false;
12834
12835
0
    ImGuiWindow* modal_window = GetTopMostPopupModal();
12836
0
    bool allow_windowing = (modal_window == NULL); // FIXME: This prevent CTRL+TAB from being usable with windows that are inside the Begin-stack of that modal.
12837
0
    if (!allow_windowing)
12838
0
        g.NavWindowingTarget = NULL;
12839
12840
    // Fade out
12841
0
    if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL)
12842
0
    {
12843
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - io.DeltaTime * 10.0f, 0.0f);
12844
0
        if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
12845
0
            g.NavWindowingTargetAnim = NULL;
12846
0
    }
12847
12848
    // Start CTRL+Tab or Square+L/R window selection
12849
0
    const ImGuiID owner_id = ImHashStr("###NavUpdateWindowing");
12850
0
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
12851
0
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12852
0
    const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, owner_id, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);
12853
0
    const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, owner_id, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);
12854
0
    const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, 0, ImGuiInputFlags_None);
12855
0
    const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && (keyboard_next_window || keyboard_prev_window); // Note: enabled even without NavEnableKeyboard!
12856
0
    if (start_windowing_with_gamepad || start_windowing_with_keyboard)
12857
0
        if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
12858
0
        {
12859
0
            g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow;
12860
0
            g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
12861
0
            g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
12862
0
            g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer
12863
0
            g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad;
12864
12865
            // Register ownership of our mods. Using ImGuiInputFlags_RouteGlobalHigh in the Shortcut() calls instead would probably be correct but may have more side-effects.
12866
0
            if (keyboard_next_window || keyboard_prev_window)
12867
0
                SetKeyOwnersForKeyChord((g.ConfigNavWindowingKeyNext | g.ConfigNavWindowingKeyPrev) & ImGuiMod_Mask_, owner_id);
12868
0
        }
12869
12870
    // Gamepad update
12871
0
    g.NavWindowingTimer += io.DeltaTime;
12872
0
    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad)
12873
0
    {
12874
        // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise
12875
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f));
12876
12877
        // Select window to focus
12878
0
        const int focus_change_dir = (int)IsKeyPressed(ImGuiKey_GamepadL1) - (int)IsKeyPressed(ImGuiKey_GamepadR1);
12879
0
        if (focus_change_dir != 0)
12880
0
        {
12881
0
            NavUpdateWindowingHighlightWindow(focus_change_dir);
12882
0
            g.NavWindowingHighlightAlpha = 1.0f;
12883
0
        }
12884
12885
        // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most)
12886
0
        if (!IsKeyDown(ImGuiKey_NavGamepadMenu))
12887
0
        {
12888
0
            g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore.
12889
0
            if (g.NavWindowingToggleLayer && g.NavWindow)
12890
0
                apply_toggle_layer = true;
12891
0
            else if (!g.NavWindowingToggleLayer)
12892
0
                apply_focus_window = g.NavWindowingTarget;
12893
0
            g.NavWindowingTarget = NULL;
12894
0
        }
12895
0
    }
12896
12897
    // Keyboard: Focus
12898
0
    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard)
12899
0
    {
12900
        // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise
12901
0
        ImGuiKeyChord shared_mods = ((g.ConfigNavWindowingKeyNext ? g.ConfigNavWindowingKeyNext : ImGuiMod_Mask_) & (g.ConfigNavWindowingKeyPrev ? g.ConfigNavWindowingKeyPrev : ImGuiMod_Mask_)) & ImGuiMod_Mask_;
12902
0
        IM_ASSERT(shared_mods != 0); // Next/Prev shortcut currently needs a shared modifier to "hold", otherwise Prev actions would keep cycling between two windows.
12903
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f
12904
0
        if (keyboard_next_window || keyboard_prev_window)
12905
0
            NavUpdateWindowingHighlightWindow(keyboard_next_window ? -1 : +1);
12906
0
        else if ((io.KeyMods & shared_mods) != shared_mods)
12907
0
            apply_focus_window = g.NavWindowingTarget;
12908
0
    }
12909
12910
    // Keyboard: Press and Release ALT to toggle menu layer
12911
    // - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer.
12912
    // - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway.
12913
0
    if (nav_keyboard_active && IsKeyPressed(ImGuiMod_Alt, ImGuiKeyOwner_None))
12914
0
    {
12915
0
        g.NavWindowingToggleLayer = true;
12916
0
        g.NavInputSource = ImGuiInputSource_Keyboard;
12917
0
    }
12918
0
    if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard)
12919
0
    {
12920
        // We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370)
12921
        // We cancel toggling nav layer when other modifiers are pressed. (See #4439)
12922
        // We cancel toggling nav layer if an owner has claimed the key.
12923
0
        if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_None) == false)
12924
0
            g.NavWindowingToggleLayer = false;
12925
12926
        // Apply layer toggle on release
12927
        // Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss.
12928
0
        if (IsKeyReleased(ImGuiMod_Alt) && g.NavWindowingToggleLayer)
12929
0
            if (g.ActiveId == 0 || g.ActiveIdAllowOverlap)
12930
0
                if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev))
12931
0
                    apply_toggle_layer = true;
12932
0
        if (!IsKeyDown(ImGuiMod_Alt))
12933
0
            g.NavWindowingToggleLayer = false;
12934
0
    }
12935
12936
    // Move window
12937
0
    if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
12938
0
    {
12939
0
        ImVec2 nav_move_dir;
12940
0
        if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift)
12941
0
            nav_move_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
12942
0
        if (g.NavInputSource == ImGuiInputSource_Gamepad)
12943
0
            nav_move_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
12944
0
        if (nav_move_dir.x != 0.0f || nav_move_dir.y != 0.0f)
12945
0
        {
12946
0
            const float NAV_MOVE_SPEED = 800.0f;
12947
0
            const float move_step = NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
12948
0
            g.NavWindowingAccumDeltaPos += nav_move_dir * move_step;
12949
0
            g.NavDisableMouseHover = true;
12950
0
            ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaPos);
12951
0
            if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
12952
0
            {
12953
0
                ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindowDockTree;
12954
0
                SetWindowPos(moving_window, moving_window->Pos + accum_floored, ImGuiCond_Always);
12955
0
                g.NavWindowingAccumDeltaPos -= accum_floored;
12956
0
            }
12957
0
        }
12958
0
    }
12959
12960
    // Apply final focus
12961
0
    if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow))
12962
0
    {
12963
        // FIXME: Many actions here could be part of a higher-level/reused function. Why aren't they in FocusWindow()
12964
        // Investigate for each of them: ClearActiveID(), NavRestoreHighlightAfterMove(), NavRestoreLastChildNavWindow(), ClosePopupsOverWindow(), NavInitWindow()
12965
0
        ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL;
12966
0
        ClearActiveID();
12967
0
        NavRestoreHighlightAfterMove();
12968
0
        ClosePopupsOverWindow(apply_focus_window, false);
12969
0
        FocusWindow(apply_focus_window, ImGuiFocusRequestFlags_RestoreFocusedChild);
12970
0
        apply_focus_window = g.NavWindow;
12971
0
        if (apply_focus_window->NavLastIds[0] == 0)
12972
0
            NavInitWindow(apply_focus_window, false);
12973
12974
        // If the window has ONLY a menu layer (no main layer), select it directly
12975
        // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame,
12976
        // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since
12977
        // the target window as already been previewed once.
12978
        // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases,
12979
        // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask*
12980
        // won't be valid.
12981
0
        if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu))
12982
0
            g.NavLayer = ImGuiNavLayer_Menu;
12983
12984
        // Request OS level focus
12985
0
        if (apply_focus_window->Viewport != previous_viewport && g.PlatformIO.Platform_SetWindowFocus)
12986
0
            g.PlatformIO.Platform_SetWindowFocus(apply_focus_window->Viewport);
12987
0
    }
12988
0
    if (apply_focus_window)
12989
0
        g.NavWindowingTarget = NULL;
12990
12991
    // Apply menu/layer toggle
12992
0
    if (apply_toggle_layer && g.NavWindow)
12993
0
    {
12994
0
        ClearActiveID();
12995
12996
        // Move to parent menu if necessary
12997
0
        ImGuiWindow* new_nav_window = g.NavWindow;
12998
0
        while (new_nav_window->ParentWindow
12999
0
            && (new_nav_window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0
13000
0
            && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0
13001
0
            && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
13002
0
            new_nav_window = new_nav_window->ParentWindow;
13003
0
        if (new_nav_window != g.NavWindow)
13004
0
        {
13005
0
            ImGuiWindow* old_nav_window = g.NavWindow;
13006
0
            FocusWindow(new_nav_window);
13007
0
            new_nav_window->NavLastChildNavWindow = old_nav_window;
13008
0
        }
13009
13010
        // Toggle layer
13011
0
        const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main;
13012
0
        if (new_nav_layer != g.NavLayer)
13013
0
        {
13014
            // Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?)
13015
0
            const bool preserve_layer_1_nav_id = (new_nav_window->DockNodeAsHost != NULL);
13016
0
            if (new_nav_layer == ImGuiNavLayer_Menu && !preserve_layer_1_nav_id)
13017
0
                g.NavWindow->NavLastIds[new_nav_layer] = 0;
13018
0
            NavRestoreLayer(new_nav_layer);
13019
0
            NavRestoreHighlightAfterMove();
13020
0
        }
13021
0
    }
13022
0
}
13023
13024
// Window has already passed the IsWindowNavFocusable()
13025
static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window)
13026
0
{
13027
0
    if (window->Flags & ImGuiWindowFlags_Popup)
13028
0
        return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingPopup);
13029
0
    if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0)
13030
0
        return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingMainMenuBar);
13031
0
    if (window->DockNodeAsHost)
13032
0
        return "(Dock node)"; // Not normally shown to user.
13033
0
    return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingUntitled);
13034
0
}
13035
13036
// Overlay displayed when using CTRL+TAB. Called by EndFrame().
13037
void ImGui::NavUpdateWindowingOverlay()
13038
0
{
13039
0
    ImGuiContext& g = *GImGui;
13040
0
    IM_ASSERT(g.NavWindowingTarget != NULL);
13041
13042
0
    if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY)
13043
0
        return;
13044
13045
0
    if (g.NavWindowingListWindow == NULL)
13046
0
        g.NavWindowingListWindow = FindWindowByName("###NavWindowingList");
13047
0
    const ImGuiViewport* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ GetMainViewport();
13048
0
    SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
13049
0
    SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f));
13050
0
    PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);
13051
0
    Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);
13052
0
    for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--)
13053
0
    {
13054
0
        ImGuiWindow* window = g.WindowsFocusOrder[n];
13055
0
        IM_ASSERT(window != NULL); // Fix static analyzers
13056
0
        if (!IsWindowNavFocusable(window))
13057
0
            continue;
13058
0
        const char* label = window->Name;
13059
0
        if (label == FindRenderedTextEnd(label))
13060
0
            label = GetFallbackWindowNameForWindowingList(window);
13061
0
        Selectable(label, g.NavWindowingTarget == window);
13062
0
    }
13063
0
    End();
13064
0
    PopStyleVar();
13065
0
}
13066
13067
13068
//-----------------------------------------------------------------------------
13069
// [SECTION] DRAG AND DROP
13070
//-----------------------------------------------------------------------------
13071
13072
bool ImGui::IsDragDropActive()
13073
0
{
13074
0
    ImGuiContext& g = *GImGui;
13075
0
    return g.DragDropActive;
13076
0
}
13077
13078
void ImGui::ClearDragDrop()
13079
0
{
13080
0
    ImGuiContext& g = *GImGui;
13081
0
    g.DragDropActive = false;
13082
0
    g.DragDropPayload.Clear();
13083
0
    g.DragDropAcceptFlags = ImGuiDragDropFlags_None;
13084
0
    g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0;
13085
0
    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
13086
0
    g.DragDropAcceptFrameCount = -1;
13087
13088
0
    g.DragDropPayloadBufHeap.clear();
13089
0
    memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
13090
0
}
13091
13092
bool ImGui::BeginTooltipHidden()
13093
0
{
13094
0
    ImGuiContext& g = *GImGui;
13095
0
    bool ret = Begin("##Tooltip_Hidden", NULL, ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize);
13096
0
    SetWindowHiddendAndSkipItemsForCurrentFrame(g.CurrentWindow);
13097
0
    return ret;
13098
0
}
13099
13100
// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource()
13101
// If the item has an identifier:
13102
// - This assume/require the item to be activated (typically via ButtonBehavior).
13103
// - Therefore if you want to use this with a mouse button other than left mouse button, it is up to the item itself to activate with another button.
13104
// - We then pull and use the mouse button that was used to activate the item and use it to carry on the drag.
13105
// If the item has no identifier:
13106
// - Currently always assume left mouse button.
13107
bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
13108
0
{
13109
0
    ImGuiContext& g = *GImGui;
13110
0
    ImGuiWindow* window = g.CurrentWindow;
13111
13112
    // FIXME-DRAGDROP: While in the common-most "drag from non-zero active id" case we can tell the mouse button,
13113
    // in both SourceExtern and id==0 cases we may requires something else (explicit flags or some heuristic).
13114
0
    ImGuiMouseButton mouse_button = ImGuiMouseButton_Left;
13115
13116
0
    bool source_drag_active = false;
13117
0
    ImGuiID source_id = 0;
13118
0
    ImGuiID source_parent_id = 0;
13119
0
    if (!(flags & ImGuiDragDropFlags_SourceExtern))
13120
0
    {
13121
0
        source_id = g.LastItemData.ID;
13122
0
        if (source_id != 0)
13123
0
        {
13124
            // Common path: items with ID
13125
0
            if (g.ActiveId != source_id)
13126
0
                return false;
13127
0
            if (g.ActiveIdMouseButton != -1)
13128
0
                mouse_button = g.ActiveIdMouseButton;
13129
0
            if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)
13130
0
                return false;
13131
0
            g.ActiveIdAllowOverlap = false;
13132
0
        }
13133
0
        else
13134
0
        {
13135
            // Uncommon path: items without ID
13136
0
            if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)
13137
0
                return false;
13138
0
            if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window))
13139
0
                return false;
13140
13141
            // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to:
13142
            // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag.
13143
0
            if (!(flags & ImGuiDragDropFlags_SourceAllowNullID))
13144
0
            {
13145
0
                IM_ASSERT(0);
13146
0
                return false;
13147
0
            }
13148
13149
            // Magic fallback to handle items with no assigned ID, e.g. Text(), Image()
13150
            // We build a throwaway ID based on current ID stack + relative AABB of items in window.
13151
            // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING/RESIZINGG OF THE WIDGET, so if your widget moves your dragging operation will be canceled.
13152
            // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive.
13153
            // Rely on keeping other window->LastItemXXX fields intact.
13154
0
            source_id = g.LastItemData.ID = window->GetIDFromRectangle(g.LastItemData.Rect);
13155
0
            KeepAliveID(source_id);
13156
0
            bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id, g.LastItemData.InFlags);
13157
0
            if (is_hovered && g.IO.MouseClicked[mouse_button])
13158
0
            {
13159
0
                SetActiveID(source_id, window);
13160
0
                FocusWindow(window);
13161
0
            }
13162
0
            if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker.
13163
0
                g.ActiveIdAllowOverlap = is_hovered;
13164
0
        }
13165
0
        if (g.ActiveId != source_id)
13166
0
            return false;
13167
0
        source_parent_id = window->IDStack.back();
13168
0
        source_drag_active = IsMouseDragging(mouse_button);
13169
13170
        // Disable navigation and key inputs while dragging + cancel existing request if any
13171
0
        SetActiveIdUsingAllKeyboardKeys();
13172
0
    }
13173
0
    else
13174
0
    {
13175
0
        window = NULL;
13176
0
        source_id = ImHashStr("#SourceExtern");
13177
0
        source_drag_active = true;
13178
0
    }
13179
13180
0
    if (source_drag_active)
13181
0
    {
13182
0
        if (!g.DragDropActive)
13183
0
        {
13184
0
            IM_ASSERT(source_id != 0);
13185
0
            ClearDragDrop();
13186
0
            ImGuiPayload& payload = g.DragDropPayload;
13187
0
            payload.SourceId = source_id;
13188
0
            payload.SourceParentId = source_parent_id;
13189
0
            g.DragDropActive = true;
13190
0
            g.DragDropSourceFlags = flags;
13191
0
            g.DragDropMouseButton = mouse_button;
13192
0
            if (payload.SourceId == g.ActiveId)
13193
0
                g.ActiveIdNoClearOnFocusLoss = true;
13194
0
        }
13195
0
        g.DragDropSourceFrameCount = g.FrameCount;
13196
0
        g.DragDropWithinSource = true;
13197
13198
0
        if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
13199
0
        {
13200
            // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit)
13201
            // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents.
13202
0
            bool ret;
13203
0
            if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip))
13204
0
                ret = BeginTooltipHidden();
13205
0
            else
13206
0
                ret = BeginTooltip();
13207
0
            IM_ASSERT(ret); // FIXME-NEWBEGIN: If this ever becomes false, we need to Begin("##Hidden", NULL, ImGuiWindowFlags_NoSavedSettings) + SetWindowHiddendAndSkipItemsForCurrentFrame().
13208
0
            IM_UNUSED(ret);
13209
0
        }
13210
13211
0
        if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern))
13212
0
            g.LastItemData.StatusFlags &= ~ImGuiItemStatusFlags_HoveredRect;
13213
13214
0
        return true;
13215
0
    }
13216
0
    return false;
13217
0
}
13218
13219
void ImGui::EndDragDropSource()
13220
0
{
13221
0
    ImGuiContext& g = *GImGui;
13222
0
    IM_ASSERT(g.DragDropActive);
13223
0
    IM_ASSERT(g.DragDropWithinSource && "Not after a BeginDragDropSource()?");
13224
13225
0
    if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
13226
0
        EndTooltip();
13227
13228
    // Discard the drag if have not called SetDragDropPayload()
13229
0
    if (g.DragDropPayload.DataFrameCount == -1)
13230
0
        ClearDragDrop();
13231
0
    g.DragDropWithinSource = false;
13232
0
}
13233
13234
// Use 'cond' to choose to submit payload on drag start or every frame
13235
bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond)
13236
0
{
13237
0
    ImGuiContext& g = *GImGui;
13238
0
    ImGuiPayload& payload = g.DragDropPayload;
13239
0
    if (cond == 0)
13240
0
        cond = ImGuiCond_Always;
13241
13242
0
    IM_ASSERT(type != NULL);
13243
0
    IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long");
13244
0
    IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0));
13245
0
    IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once);
13246
0
    IM_ASSERT(payload.SourceId != 0);                               // Not called between BeginDragDropSource() and EndDragDropSource()
13247
13248
0
    if (cond == ImGuiCond_Always || payload.DataFrameCount == -1)
13249
0
    {
13250
        // Copy payload
13251
0
        ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType));
13252
0
        g.DragDropPayloadBufHeap.resize(0);
13253
0
        if (data_size > sizeof(g.DragDropPayloadBufLocal))
13254
0
        {
13255
            // Store in heap
13256
0
            g.DragDropPayloadBufHeap.resize((int)data_size);
13257
0
            payload.Data = g.DragDropPayloadBufHeap.Data;
13258
0
            memcpy(payload.Data, data, data_size);
13259
0
        }
13260
0
        else if (data_size > 0)
13261
0
        {
13262
            // Store locally
13263
0
            memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
13264
0
            payload.Data = g.DragDropPayloadBufLocal;
13265
0
            memcpy(payload.Data, data, data_size);
13266
0
        }
13267
0
        else
13268
0
        {
13269
0
            payload.Data = NULL;
13270
0
        }
13271
0
        payload.DataSize = (int)data_size;
13272
0
    }
13273
0
    payload.DataFrameCount = g.FrameCount;
13274
13275
    // Return whether the payload has been accepted
13276
0
    return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1);
13277
0
}
13278
13279
bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id)
13280
0
{
13281
0
    ImGuiContext& g = *GImGui;
13282
0
    if (!g.DragDropActive)
13283
0
        return false;
13284
13285
0
    ImGuiWindow* window = g.CurrentWindow;
13286
0
    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
13287
0
    if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree)
13288
0
        return false;
13289
0
    IM_ASSERT(id != 0);
13290
0
    if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId))
13291
0
        return false;
13292
0
    if (window->SkipItems)
13293
0
        return false;
13294
13295
0
    IM_ASSERT(g.DragDropWithinTarget == false);
13296
0
    g.DragDropTargetRect = bb;
13297
0
    g.DragDropTargetId = id;
13298
0
    g.DragDropWithinTarget = true;
13299
0
    return true;
13300
0
}
13301
13302
// We don't use BeginDragDropTargetCustom() and duplicate its code because:
13303
// 1) we use LastItemRectHoveredRect which handles items that push a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them.
13304
// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can.
13305
// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case)
13306
bool ImGui::BeginDragDropTarget()
13307
0
{
13308
0
    ImGuiContext& g = *GImGui;
13309
0
    if (!g.DragDropActive)
13310
0
        return false;
13311
13312
0
    ImGuiWindow* window = g.CurrentWindow;
13313
0
    if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect))
13314
0
        return false;
13315
0
    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
13316
0
    if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree || window->SkipItems)
13317
0
        return false;
13318
13319
0
    const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect;
13320
0
    ImGuiID id = g.LastItemData.ID;
13321
0
    if (id == 0)
13322
0
    {
13323
0
        id = window->GetIDFromRectangle(display_rect);
13324
0
        KeepAliveID(id);
13325
0
    }
13326
0
    if (g.DragDropPayload.SourceId == id)
13327
0
        return false;
13328
13329
0
    IM_ASSERT(g.DragDropWithinTarget == false);
13330
0
    g.DragDropTargetRect = display_rect;
13331
0
    g.DragDropTargetId = id;
13332
0
    g.DragDropWithinTarget = true;
13333
0
    return true;
13334
0
}
13335
13336
bool ImGui::IsDragDropPayloadBeingAccepted()
13337
0
{
13338
0
    ImGuiContext& g = *GImGui;
13339
0
    return g.DragDropActive && g.DragDropAcceptIdPrev != 0;
13340
0
}
13341
13342
const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags)
13343
0
{
13344
0
    ImGuiContext& g = *GImGui;
13345
0
    ImGuiPayload& payload = g.DragDropPayload;
13346
0
    IM_ASSERT(g.DragDropActive);                        // Not called between BeginDragDropTarget() and EndDragDropTarget() ?
13347
0
    IM_ASSERT(payload.DataFrameCount != -1);            // Forgot to call EndDragDropTarget() ?
13348
0
    if (type != NULL && !payload.IsDataType(type))
13349
0
        return NULL;
13350
13351
    // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints.
13352
    // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function!
13353
0
    const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId);
13354
0
    ImRect r = g.DragDropTargetRect;
13355
0
    float r_surface = r.GetWidth() * r.GetHeight();
13356
0
    if (r_surface > g.DragDropAcceptIdCurrRectSurface)
13357
0
        return NULL;
13358
13359
0
    g.DragDropAcceptFlags = flags;
13360
0
    g.DragDropAcceptIdCurr = g.DragDropTargetId;
13361
0
    g.DragDropAcceptIdCurrRectSurface = r_surface;
13362
    //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: accept\n", g.DragDropTargetId);
13363
13364
    // Render default drop visuals
13365
0
    payload.Preview = was_accepted_previously;
13366
0
    flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that live for 1 frame)
13367
0
    if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview)
13368
0
        RenderDragDropTargetRect(r);
13369
13370
0
    g.DragDropAcceptFrameCount = g.FrameCount;
13371
0
    payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting OS window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased()
13372
0
    if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery))
13373
0
        return NULL;
13374
13375
    //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: return payload\n", g.DragDropTargetId);
13376
0
    return &payload;
13377
0
}
13378
13379
// FIXME-STYLE FIXME-DRAGDROP: Settle on a proper default visuals for drop target.
13380
void ImGui::RenderDragDropTargetRect(const ImRect& bb)
13381
0
{
13382
0
    ImGuiContext& g = *GImGui;
13383
0
    ImGuiWindow* window = g.CurrentWindow;
13384
0
    ImRect bb_display = bb;
13385
0
    bb_display.ClipWith(window->ClipRect); // Clip THEN expand so we have a way to visualize that target is not entirely visible.
13386
0
    bb_display.Expand(3.5f);
13387
0
    bool push_clip_rect = !window->ClipRect.Contains(bb_display);
13388
0
    if (push_clip_rect)
13389
0
        window->DrawList->PushClipRectFullScreen();
13390
0
    window->DrawList->AddRect(bb_display.Min, bb_display.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f);
13391
0
    if (push_clip_rect)
13392
0
        window->DrawList->PopClipRect();
13393
0
}
13394
13395
const ImGuiPayload* ImGui::GetDragDropPayload()
13396
0
{
13397
0
    ImGuiContext& g = *GImGui;
13398
0
    return (g.DragDropActive && g.DragDropPayload.DataFrameCount != -1) ? &g.DragDropPayload : NULL;
13399
0
}
13400
13401
void ImGui::EndDragDropTarget()
13402
0
{
13403
0
    ImGuiContext& g = *GImGui;
13404
0
    IM_ASSERT(g.DragDropActive);
13405
0
    IM_ASSERT(g.DragDropWithinTarget);
13406
0
    g.DragDropWithinTarget = false;
13407
13408
    // Clear drag and drop state payload right after delivery
13409
0
    if (g.DragDropPayload.Delivery)
13410
0
        ClearDragDrop();
13411
0
}
13412
13413
//-----------------------------------------------------------------------------
13414
// [SECTION] LOGGING/CAPTURING
13415
//-----------------------------------------------------------------------------
13416
// All text output from the interface can be captured into tty/file/clipboard.
13417
// By default, tree nodes are automatically opened during logging.
13418
//-----------------------------------------------------------------------------
13419
13420
// Pass text data straight to log (without being displayed)
13421
static inline void LogTextV(ImGuiContext& g, const char* fmt, va_list args)
13422
0
{
13423
0
    if (g.LogFile)
13424
0
    {
13425
0
        g.LogBuffer.Buf.resize(0);
13426
0
        g.LogBuffer.appendfv(fmt, args);
13427
0
        ImFileWrite(g.LogBuffer.c_str(), sizeof(char), (ImU64)g.LogBuffer.size(), g.LogFile);
13428
0
    }
13429
0
    else
13430
0
    {
13431
0
        g.LogBuffer.appendfv(fmt, args);
13432
0
    }
13433
0
}
13434
13435
void ImGui::LogText(const char* fmt, ...)
13436
0
{
13437
0
    ImGuiContext& g = *GImGui;
13438
0
    if (!g.LogEnabled)
13439
0
        return;
13440
13441
0
    va_list args;
13442
0
    va_start(args, fmt);
13443
0
    LogTextV(g, fmt, args);
13444
0
    va_end(args);
13445
0
}
13446
13447
void ImGui::LogTextV(const char* fmt, va_list args)
13448
0
{
13449
0
    ImGuiContext& g = *GImGui;
13450
0
    if (!g.LogEnabled)
13451
0
        return;
13452
13453
0
    LogTextV(g, fmt, args);
13454
0
}
13455
13456
// Internal version that takes a position to decide on newline placement and pad items according to their depth.
13457
// We split text into individual lines to add current tree level padding
13458
// FIXME: This code is a little complicated perhaps, considering simplifying the whole system.
13459
void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end)
13460
0
{
13461
0
    ImGuiContext& g = *GImGui;
13462
0
    ImGuiWindow* window = g.CurrentWindow;
13463
13464
0
    const char* prefix = g.LogNextPrefix;
13465
0
    const char* suffix = g.LogNextSuffix;
13466
0
    g.LogNextPrefix = g.LogNextSuffix = NULL;
13467
13468
0
    if (!text_end)
13469
0
        text_end = FindRenderedTextEnd(text, text_end);
13470
13471
0
    const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + g.Style.FramePadding.y + 1);
13472
0
    if (ref_pos)
13473
0
        g.LogLinePosY = ref_pos->y;
13474
0
    if (log_new_line)
13475
0
    {
13476
0
        LogText(IM_NEWLINE);
13477
0
        g.LogLineFirstItem = true;
13478
0
    }
13479
13480
0
    if (prefix)
13481
0
        LogRenderedText(ref_pos, prefix, prefix + strlen(prefix)); // Calculate end ourself to ensure "##" are included here.
13482
13483
    // Re-adjust padding if we have popped out of our starting depth
13484
0
    if (g.LogDepthRef > window->DC.TreeDepth)
13485
0
        g.LogDepthRef = window->DC.TreeDepth;
13486
0
    const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef);
13487
13488
0
    const char* text_remaining = text;
13489
0
    for (;;)
13490
0
    {
13491
        // Split the string. Each new line (after a '\n') is followed by indentation corresponding to the current depth of our log entry.
13492
        // We don't add a trailing \n yet to allow a subsequent item on the same line to be captured.
13493
0
        const char* line_start = text_remaining;
13494
0
        const char* line_end = ImStreolRange(line_start, text_end);
13495
0
        const bool is_last_line = (line_end == text_end);
13496
0
        if (line_start != line_end || !is_last_line)
13497
0
        {
13498
0
            const int line_length = (int)(line_end - line_start);
13499
0
            const int indentation = g.LogLineFirstItem ? tree_depth * 4 : 1;
13500
0
            LogText("%*s%.*s", indentation, "", line_length, line_start);
13501
0
            g.LogLineFirstItem = false;
13502
0
            if (*line_end == '\n')
13503
0
            {
13504
0
                LogText(IM_NEWLINE);
13505
0
                g.LogLineFirstItem = true;
13506
0
            }
13507
0
        }
13508
0
        if (is_last_line)
13509
0
            break;
13510
0
        text_remaining = line_end + 1;
13511
0
    }
13512
13513
0
    if (suffix)
13514
0
        LogRenderedText(ref_pos, suffix, suffix + strlen(suffix));
13515
0
}
13516
13517
// Start logging/capturing text output
13518
void ImGui::LogBegin(ImGuiLogType type, int auto_open_depth)
13519
0
{
13520
0
    ImGuiContext& g = *GImGui;
13521
0
    ImGuiWindow* window = g.CurrentWindow;
13522
0
    IM_ASSERT(g.LogEnabled == false);
13523
0
    IM_ASSERT(g.LogFile == NULL);
13524
0
    IM_ASSERT(g.LogBuffer.empty());
13525
0
    g.LogEnabled = true;
13526
0
    g.LogType = type;
13527
0
    g.LogNextPrefix = g.LogNextSuffix = NULL;
13528
0
    g.LogDepthRef = window->DC.TreeDepth;
13529
0
    g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault);
13530
0
    g.LogLinePosY = FLT_MAX;
13531
0
    g.LogLineFirstItem = true;
13532
0
}
13533
13534
// Important: doesn't copy underlying data, use carefully (prefix/suffix must be in scope at the time of the next LogRenderedText)
13535
void ImGui::LogSetNextTextDecoration(const char* prefix, const char* suffix)
13536
0
{
13537
0
    ImGuiContext& g = *GImGui;
13538
0
    g.LogNextPrefix = prefix;
13539
0
    g.LogNextSuffix = suffix;
13540
0
}
13541
13542
void ImGui::LogToTTY(int auto_open_depth)
13543
0
{
13544
0
    ImGuiContext& g = *GImGui;
13545
0
    if (g.LogEnabled)
13546
0
        return;
13547
0
    IM_UNUSED(auto_open_depth);
13548
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
13549
0
    LogBegin(ImGuiLogType_TTY, auto_open_depth);
13550
0
    g.LogFile = stdout;
13551
0
#endif
13552
0
}
13553
13554
// Start logging/capturing text output to given file
13555
void ImGui::LogToFile(int auto_open_depth, const char* filename)
13556
0
{
13557
0
    ImGuiContext& g = *GImGui;
13558
0
    if (g.LogEnabled)
13559
0
        return;
13560
13561
    // FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still
13562
    // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE.
13563
    // By opening the file in binary mode "ab" we have consistent output everywhere.
13564
0
    if (!filename)
13565
0
        filename = g.IO.LogFilename;
13566
0
    if (!filename || !filename[0])
13567
0
        return;
13568
0
    ImFileHandle f = ImFileOpen(filename, "ab");
13569
0
    if (!f)
13570
0
    {
13571
0
        IM_ASSERT(0);
13572
0
        return;
13573
0
    }
13574
13575
0
    LogBegin(ImGuiLogType_File, auto_open_depth);
13576
0
    g.LogFile = f;
13577
0
}
13578
13579
// Start logging/capturing text output to clipboard
13580
void ImGui::LogToClipboard(int auto_open_depth)
13581
0
{
13582
0
    ImGuiContext& g = *GImGui;
13583
0
    if (g.LogEnabled)
13584
0
        return;
13585
0
    LogBegin(ImGuiLogType_Clipboard, auto_open_depth);
13586
0
}
13587
13588
void ImGui::LogToBuffer(int auto_open_depth)
13589
0
{
13590
0
    ImGuiContext& g = *GImGui;
13591
0
    if (g.LogEnabled)
13592
0
        return;
13593
0
    LogBegin(ImGuiLogType_Buffer, auto_open_depth);
13594
0
}
13595
13596
void ImGui::LogFinish()
13597
0
{
13598
0
    ImGuiContext& g = *GImGui;
13599
0
    if (!g.LogEnabled)
13600
0
        return;
13601
13602
0
    LogText(IM_NEWLINE);
13603
0
    switch (g.LogType)
13604
0
    {
13605
0
    case ImGuiLogType_TTY:
13606
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
13607
0
        fflush(g.LogFile);
13608
0
#endif
13609
0
        break;
13610
0
    case ImGuiLogType_File:
13611
0
        ImFileClose(g.LogFile);
13612
0
        break;
13613
0
    case ImGuiLogType_Buffer:
13614
0
        break;
13615
0
    case ImGuiLogType_Clipboard:
13616
0
        if (!g.LogBuffer.empty())
13617
0
            SetClipboardText(g.LogBuffer.begin());
13618
0
        break;
13619
0
    case ImGuiLogType_None:
13620
0
        IM_ASSERT(0);
13621
0
        break;
13622
0
    }
13623
13624
0
    g.LogEnabled = false;
13625
0
    g.LogType = ImGuiLogType_None;
13626
0
    g.LogFile = NULL;
13627
0
    g.LogBuffer.clear();
13628
0
}
13629
13630
// Helper to display logging buttons
13631
// FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!)
13632
void ImGui::LogButtons()
13633
0
{
13634
0
    ImGuiContext& g = *GImGui;
13635
13636
0
    PushID("LogButtons");
13637
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
13638
0
    const bool log_to_tty = Button("Log To TTY"); SameLine();
13639
#else
13640
    const bool log_to_tty = false;
13641
#endif
13642
0
    const bool log_to_file = Button("Log To File"); SameLine();
13643
0
    const bool log_to_clipboard = Button("Log To Clipboard"); SameLine();
13644
0
    PushTabStop(false);
13645
0
    SetNextItemWidth(80.0f);
13646
0
    SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL);
13647
0
    PopTabStop();
13648
0
    PopID();
13649
13650
    // Start logging at the end of the function so that the buttons don't appear in the log
13651
0
    if (log_to_tty)
13652
0
        LogToTTY();
13653
0
    if (log_to_file)
13654
0
        LogToFile();
13655
0
    if (log_to_clipboard)
13656
0
        LogToClipboard();
13657
0
}
13658
13659
13660
//-----------------------------------------------------------------------------
13661
// [SECTION] SETTINGS
13662
//-----------------------------------------------------------------------------
13663
// - UpdateSettings() [Internal]
13664
// - MarkIniSettingsDirty() [Internal]
13665
// - FindSettingsHandler() [Internal]
13666
// - ClearIniSettings() [Internal]
13667
// - LoadIniSettingsFromDisk()
13668
// - LoadIniSettingsFromMemory()
13669
// - SaveIniSettingsToDisk()
13670
// - SaveIniSettingsToMemory()
13671
//-----------------------------------------------------------------------------
13672
// - CreateNewWindowSettings() [Internal]
13673
// - FindWindowSettingsByID() [Internal]
13674
// - FindWindowSettingsByWindow() [Internal]
13675
// - ClearWindowSettings() [Internal]
13676
// - WindowSettingsHandler_***() [Internal]
13677
//-----------------------------------------------------------------------------
13678
13679
// Called by NewFrame()
13680
void ImGui::UpdateSettings()
13681
0
{
13682
    // Load settings on first frame (if not explicitly loaded manually before)
13683
0
    ImGuiContext& g = *GImGui;
13684
0
    if (!g.SettingsLoaded)
13685
0
    {
13686
0
        IM_ASSERT(g.SettingsWindows.empty());
13687
0
        if (g.IO.IniFilename)
13688
0
            LoadIniSettingsFromDisk(g.IO.IniFilename);
13689
0
        g.SettingsLoaded = true;
13690
0
    }
13691
13692
    // Save settings (with a delay after the last modification, so we don't spam disk too much)
13693
0
    if (g.SettingsDirtyTimer > 0.0f)
13694
0
    {
13695
0
        g.SettingsDirtyTimer -= g.IO.DeltaTime;
13696
0
        if (g.SettingsDirtyTimer <= 0.0f)
13697
0
        {
13698
0
            if (g.IO.IniFilename != NULL)
13699
0
                SaveIniSettingsToDisk(g.IO.IniFilename);
13700
0
            else
13701
0
                g.IO.WantSaveIniSettings = true;  // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves.
13702
0
            g.SettingsDirtyTimer = 0.0f;
13703
0
        }
13704
0
    }
13705
0
}
13706
13707
void ImGui::MarkIniSettingsDirty()
13708
0
{
13709
0
    ImGuiContext& g = *GImGui;
13710
0
    if (g.SettingsDirtyTimer <= 0.0f)
13711
0
        g.SettingsDirtyTimer = g.IO.IniSavingRate;
13712
0
}
13713
13714
void ImGui::MarkIniSettingsDirty(ImGuiWindow* window)
13715
0
{
13716
0
    ImGuiContext& g = *GImGui;
13717
0
    if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings))
13718
0
        if (g.SettingsDirtyTimer <= 0.0f)
13719
0
            g.SettingsDirtyTimer = g.IO.IniSavingRate;
13720
0
}
13721
13722
void ImGui::AddSettingsHandler(const ImGuiSettingsHandler* handler)
13723
0
{
13724
0
    ImGuiContext& g = *GImGui;
13725
0
    IM_ASSERT(FindSettingsHandler(handler->TypeName) == NULL);
13726
0
    g.SettingsHandlers.push_back(*handler);
13727
0
}
13728
13729
void ImGui::RemoveSettingsHandler(const char* type_name)
13730
0
{
13731
0
    ImGuiContext& g = *GImGui;
13732
0
    if (ImGuiSettingsHandler* handler = FindSettingsHandler(type_name))
13733
0
        g.SettingsHandlers.erase(handler);
13734
0
}
13735
13736
ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name)
13737
0
{
13738
0
    ImGuiContext& g = *GImGui;
13739
0
    const ImGuiID type_hash = ImHashStr(type_name);
13740
0
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
13741
0
        if (handler.TypeHash == type_hash)
13742
0
            return &handler;
13743
0
    return NULL;
13744
0
}
13745
13746
// Clear all settings (windows, tables, docking etc.)
13747
void ImGui::ClearIniSettings()
13748
0
{
13749
0
    ImGuiContext& g = *GImGui;
13750
0
    g.SettingsIniData.clear();
13751
0
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
13752
0
        if (handler.ClearAllFn != NULL)
13753
0
            handler.ClearAllFn(&g, &handler);
13754
0
}
13755
13756
void ImGui::LoadIniSettingsFromDisk(const char* ini_filename)
13757
0
{
13758
0
    size_t file_data_size = 0;
13759
0
    char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size);
13760
0
    if (!file_data)
13761
0
        return;
13762
0
    if (file_data_size > 0)
13763
0
        LoadIniSettingsFromMemory(file_data, (size_t)file_data_size);
13764
0
    IM_FREE(file_data);
13765
0
}
13766
13767
// Zero-tolerance, no error reporting, cheap .ini parsing
13768
// Set ini_size==0 to let us use strlen(ini_data). Do not call this function with a 0 if your buffer is actually empty!
13769
void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size)
13770
0
{
13771
0
    ImGuiContext& g = *GImGui;
13772
0
    IM_ASSERT(g.Initialized);
13773
    //IM_ASSERT(!g.WithinFrameScope && "Cannot be called between NewFrame() and EndFrame()");
13774
    //IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0);
13775
13776
    // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter).
13777
    // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy..
13778
0
    if (ini_size == 0)
13779
0
        ini_size = strlen(ini_data);
13780
0
    g.SettingsIniData.Buf.resize((int)ini_size + 1);
13781
0
    char* const buf = g.SettingsIniData.Buf.Data;
13782
0
    char* const buf_end = buf + ini_size;
13783
0
    memcpy(buf, ini_data, ini_size);
13784
0
    buf_end[0] = 0;
13785
13786
    // Call pre-read handlers
13787
    // Some types will clear their data (e.g. dock information) some types will allow merge/override (window)
13788
0
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
13789
0
        if (handler.ReadInitFn != NULL)
13790
0
            handler.ReadInitFn(&g, &handler);
13791
13792
0
    void* entry_data = NULL;
13793
0
    ImGuiSettingsHandler* entry_handler = NULL;
13794
13795
0
    char* line_end = NULL;
13796
0
    for (char* line = buf; line < buf_end; line = line_end + 1)
13797
0
    {
13798
        // Skip new lines markers, then find end of the line
13799
0
        while (*line == '\n' || *line == '\r')
13800
0
            line++;
13801
0
        line_end = line;
13802
0
        while (line_end < buf_end && *line_end != '\n' && *line_end != '\r')
13803
0
            line_end++;
13804
0
        line_end[0] = 0;
13805
0
        if (line[0] == ';')
13806
0
            continue;
13807
0
        if (line[0] == '[' && line_end > line && line_end[-1] == ']')
13808
0
        {
13809
            // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code.
13810
0
            line_end[-1] = 0;
13811
0
            const char* name_end = line_end - 1;
13812
0
            const char* type_start = line + 1;
13813
0
            char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']');
13814
0
            const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL;
13815
0
            if (!type_end || !name_start)
13816
0
                continue;
13817
0
            *type_end = 0; // Overwrite first ']'
13818
0
            name_start++;  // Skip second '['
13819
0
            entry_handler = FindSettingsHandler(type_start);
13820
0
            entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL;
13821
0
        }
13822
0
        else if (entry_handler != NULL && entry_data != NULL)
13823
0
        {
13824
            // Let type handler parse the line
13825
0
            entry_handler->ReadLineFn(&g, entry_handler, entry_data, line);
13826
0
        }
13827
0
    }
13828
0
    g.SettingsLoaded = true;
13829
13830
    // [DEBUG] Restore untouched copy so it can be browsed in Metrics (not strictly necessary)
13831
0
    memcpy(buf, ini_data, ini_size);
13832
13833
    // Call post-read handlers
13834
0
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
13835
0
        if (handler.ApplyAllFn != NULL)
13836
0
            handler.ApplyAllFn(&g, &handler);
13837
0
}
13838
13839
void ImGui::SaveIniSettingsToDisk(const char* ini_filename)
13840
0
{
13841
0
    ImGuiContext& g = *GImGui;
13842
0
    g.SettingsDirtyTimer = 0.0f;
13843
0
    if (!ini_filename)
13844
0
        return;
13845
13846
0
    size_t ini_data_size = 0;
13847
0
    const char* ini_data = SaveIniSettingsToMemory(&ini_data_size);
13848
0
    ImFileHandle f = ImFileOpen(ini_filename, "wt");
13849
0
    if (!f)
13850
0
        return;
13851
0
    ImFileWrite(ini_data, sizeof(char), ini_data_size, f);
13852
0
    ImFileClose(f);
13853
0
}
13854
13855
// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer
13856
const char* ImGui::SaveIniSettingsToMemory(size_t* out_size)
13857
0
{
13858
0
    ImGuiContext& g = *GImGui;
13859
0
    g.SettingsDirtyTimer = 0.0f;
13860
0
    g.SettingsIniData.Buf.resize(0);
13861
0
    g.SettingsIniData.Buf.push_back(0);
13862
0
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
13863
0
        handler.WriteAllFn(&g, &handler, &g.SettingsIniData);
13864
0
    if (out_size)
13865
0
        *out_size = (size_t)g.SettingsIniData.size();
13866
0
    return g.SettingsIniData.c_str();
13867
0
}
13868
13869
ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name)
13870
0
{
13871
0
    ImGuiContext& g = *GImGui;
13872
13873
0
    if (g.IO.ConfigDebugIniSettings == false)
13874
0
    {
13875
        // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID()
13876
        // Preserve the full string when ConfigDebugVerboseIniSettings is set to make .ini inspection easier.
13877
0
        if (const char* p = strstr(name, "###"))
13878
0
            name = p;
13879
0
    }
13880
0
    const size_t name_len = strlen(name);
13881
13882
    // Allocate chunk
13883
0
    const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1;
13884
0
    ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size);
13885
0
    IM_PLACEMENT_NEW(settings) ImGuiWindowSettings();
13886
0
    settings->ID = ImHashStr(name, name_len);
13887
0
    memcpy(settings->GetName(), name, name_len + 1);   // Store with zero terminator
13888
13889
0
    return settings;
13890
0
}
13891
13892
// We don't provide a FindWindowSettingsByName() because Docking system doesn't always hold on names.
13893
// This is called once per window .ini entry + once per newly instantiated window.
13894
ImGuiWindowSettings* ImGui::FindWindowSettingsByID(ImGuiID id)
13895
0
{
13896
0
    ImGuiContext& g = *GImGui;
13897
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
13898
0
        if (settings->ID == id && !settings->WantDelete)
13899
0
            return settings;
13900
0
    return NULL;
13901
0
}
13902
13903
// This is faster if you are holding on a Window already as we don't need to perform a search.
13904
ImGuiWindowSettings* ImGui::FindWindowSettingsByWindow(ImGuiWindow* window)
13905
0
{
13906
0
    ImGuiContext& g = *GImGui;
13907
0
    if (window->SettingsOffset != -1)
13908
0
        return g.SettingsWindows.ptr_from_offset(window->SettingsOffset);
13909
0
    return FindWindowSettingsByID(window->ID);
13910
0
}
13911
13912
// This will revert window to its initial state, including enabling the ImGuiCond_FirstUseEver/ImGuiCond_Once conditions once more.
13913
void ImGui::ClearWindowSettings(const char* name)
13914
0
{
13915
    //IMGUI_DEBUG_LOG("ClearWindowSettings('%s')\n", name);
13916
0
    ImGuiContext& g = *GImGui;
13917
0
    ImGuiWindow* window = FindWindowByName(name);
13918
0
    if (window != NULL)
13919
0
    {
13920
0
        window->Flags |= ImGuiWindowFlags_NoSavedSettings;
13921
0
        InitOrLoadWindowSettings(window, NULL);
13922
0
        if (window->DockId != 0)
13923
0
            DockContextProcessUndockWindow(&g, window, true);
13924
0
    }
13925
0
    if (ImGuiWindowSettings* settings = window ? FindWindowSettingsByWindow(window) : FindWindowSettingsByID(ImHashStr(name)))
13926
0
        settings->WantDelete = true;
13927
0
}
13928
13929
static void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
13930
0
{
13931
0
    ImGuiContext& g = *ctx;
13932
0
    for (ImGuiWindow* window : g.Windows)
13933
0
        window->SettingsOffset = -1;
13934
0
    g.SettingsWindows.clear();
13935
0
}
13936
13937
static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
13938
0
{
13939
0
    ImGuiID id = ImHashStr(name);
13940
0
    ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByID(id);
13941
0
    if (settings)
13942
0
        *settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry
13943
0
    else
13944
0
        settings = ImGui::CreateNewWindowSettings(name);
13945
0
    settings->ID = id;
13946
0
    settings->WantApply = true;
13947
0
    return (void*)settings;
13948
0
}
13949
13950
static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line)
13951
0
{
13952
0
    ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry;
13953
0
    int x, y;
13954
0
    int i;
13955
0
    ImU32 u1;
13956
0
    if (sscanf(line, "Pos=%i,%i", &x, &y) == 2)             { settings->Pos = ImVec2ih((short)x, (short)y); }
13957
0
    else if (sscanf(line, "Size=%i,%i", &x, &y) == 2)       { settings->Size = ImVec2ih((short)x, (short)y); }
13958
0
    else if (sscanf(line, "ViewportId=0x%08X", &u1) == 1)   { settings->ViewportId = u1; }
13959
0
    else if (sscanf(line, "ViewportPos=%i,%i", &x, &y) == 2){ settings->ViewportPos = ImVec2ih((short)x, (short)y); }
13960
0
    else if (sscanf(line, "Collapsed=%d", &i) == 1)         { settings->Collapsed = (i != 0); }
13961
0
    else if (sscanf(line, "DockId=0x%X,%d", &u1, &i) == 2)  { settings->DockId = u1; settings->DockOrder = (short)i; }
13962
0
    else if (sscanf(line, "DockId=0x%X", &u1) == 1)         { settings->DockId = u1; settings->DockOrder = -1; }
13963
0
    else if (sscanf(line, "ClassId=0x%X", &u1) == 1)        { settings->ClassId = u1; }
13964
0
}
13965
13966
// Apply to existing windows (if any)
13967
static void WindowSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
13968
0
{
13969
0
    ImGuiContext& g = *ctx;
13970
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
13971
0
        if (settings->WantApply)
13972
0
        {
13973
0
            if (ImGuiWindow* window = ImGui::FindWindowByID(settings->ID))
13974
0
                ApplyWindowSettings(window, settings);
13975
0
            settings->WantApply = false;
13976
0
        }
13977
0
}
13978
13979
static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
13980
0
{
13981
    // Gather data from windows that were active during this session
13982
    // (if a window wasn't opened in this session we preserve its settings)
13983
0
    ImGuiContext& g = *ctx;
13984
0
    for (ImGuiWindow* window : g.Windows)
13985
0
    {
13986
0
        if (window->Flags & ImGuiWindowFlags_NoSavedSettings)
13987
0
            continue;
13988
13989
0
        ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByWindow(window);
13990
0
        if (!settings)
13991
0
        {
13992
0
            settings = ImGui::CreateNewWindowSettings(window->Name);
13993
0
            window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
13994
0
        }
13995
0
        IM_ASSERT(settings->ID == window->ID);
13996
0
        settings->Pos = ImVec2ih(window->Pos - window->ViewportPos);
13997
0
        settings->Size = ImVec2ih(window->SizeFull);
13998
0
        settings->ViewportId = window->ViewportId;
13999
0
        settings->ViewportPos = ImVec2ih(window->ViewportPos);
14000
0
        IM_ASSERT(window->DockNode == NULL || window->DockNode->ID == window->DockId);
14001
0
        settings->DockId = window->DockId;
14002
0
        settings->ClassId = window->WindowClass.ClassId;
14003
0
        settings->DockOrder = window->DockOrder;
14004
0
        settings->Collapsed = window->Collapsed;
14005
0
        settings->WantDelete = false;
14006
0
    }
14007
14008
    // Write to text buffer
14009
0
    buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve
14010
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
14011
0
    {
14012
0
        if (settings->WantDelete)
14013
0
            continue;
14014
0
        const char* settings_name = settings->GetName();
14015
0
        buf->appendf("[%s][%s]\n", handler->TypeName, settings_name);
14016
0
        if (settings->ViewportId != 0 && settings->ViewportId != ImGui::IMGUI_VIEWPORT_DEFAULT_ID)
14017
0
        {
14018
0
            buf->appendf("ViewportPos=%d,%d\n", settings->ViewportPos.x, settings->ViewportPos.y);
14019
0
            buf->appendf("ViewportId=0x%08X\n", settings->ViewportId);
14020
0
        }
14021
0
        if (settings->Pos.x != 0 || settings->Pos.y != 0 || settings->ViewportId == ImGui::IMGUI_VIEWPORT_DEFAULT_ID)
14022
0
            buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y);
14023
0
        if (settings->Size.x != 0 || settings->Size.y != 0)
14024
0
            buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y);
14025
0
        buf->appendf("Collapsed=%d\n", settings->Collapsed);
14026
0
        if (settings->DockId != 0)
14027
0
        {
14028
            //buf->appendf("TabId=0x%08X\n", ImHashStr("#TAB", 4, settings->ID)); // window->TabId: this is not read back but writing it makes "debugging" the .ini data easier.
14029
0
            if (settings->DockOrder == -1)
14030
0
                buf->appendf("DockId=0x%08X\n", settings->DockId);
14031
0
            else
14032
0
                buf->appendf("DockId=0x%08X,%d\n", settings->DockId, settings->DockOrder);
14033
0
            if (settings->ClassId != 0)
14034
0
                buf->appendf("ClassId=0x%08X\n", settings->ClassId);
14035
0
        }
14036
0
        buf->append("\n");
14037
0
    }
14038
0
}
14039
14040
14041
//-----------------------------------------------------------------------------
14042
// [SECTION] LOCALIZATION
14043
//-----------------------------------------------------------------------------
14044
14045
void ImGui::LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count)
14046
0
{
14047
0
    ImGuiContext& g = *GImGui;
14048
0
    for (int n = 0; n < count; n++)
14049
0
        g.LocalizationTable[entries[n].Key] = entries[n].Text;
14050
0
}
14051
14052
14053
//-----------------------------------------------------------------------------
14054
// [SECTION] VIEWPORTS, PLATFORM WINDOWS
14055
//-----------------------------------------------------------------------------
14056
// - GetMainViewport()
14057
// - FindViewportByID()
14058
// - FindViewportByPlatformHandle()
14059
// - SetCurrentViewport() [Internal]
14060
// - SetWindowViewport() [Internal]
14061
// - GetWindowAlwaysWantOwnViewport() [Internal]
14062
// - UpdateTryMergeWindowIntoHostViewport() [Internal]
14063
// - UpdateTryMergeWindowIntoHostViewports() [Internal]
14064
// - TranslateWindowsInViewport() [Internal]
14065
// - ScaleWindowsInViewport() [Internal]
14066
// - FindHoveredViewportFromPlatformWindowStack() [Internal]
14067
// - UpdateViewportsNewFrame() [Internal]
14068
// - UpdateViewportsEndFrame() [Internal]
14069
// - AddUpdateViewport() [Internal]
14070
// - WindowSelectViewport() [Internal]
14071
// - WindowSyncOwnedViewport() [Internal]
14072
// - UpdatePlatformWindows()
14073
// - RenderPlatformWindowsDefault()
14074
// - FindPlatformMonitorForPos() [Internal]
14075
// - FindPlatformMonitorForRect() [Internal]
14076
// - UpdateViewportPlatformMonitor() [Internal]
14077
// - DestroyPlatformWindow() [Internal]
14078
// - DestroyPlatformWindows()
14079
//-----------------------------------------------------------------------------
14080
14081
ImGuiViewport* ImGui::GetMainViewport()
14082
0
{
14083
0
    ImGuiContext& g = *GImGui;
14084
0
    return g.Viewports[0];
14085
0
}
14086
14087
// FIXME: This leaks access to viewports not listed in PlatformIO.Viewports[]. Problematic? (#4236)
14088
ImGuiViewport* ImGui::FindViewportByID(ImGuiID id)
14089
0
{
14090
0
    ImGuiContext& g = *GImGui;
14091
0
    for (ImGuiViewportP* viewport : g.Viewports)
14092
0
        if (viewport->ID == id)
14093
0
            return viewport;
14094
0
    return NULL;
14095
0
}
14096
14097
ImGuiViewport* ImGui::FindViewportByPlatformHandle(void* platform_handle)
14098
0
{
14099
0
    ImGuiContext& g = *GImGui;
14100
0
    for (ImGuiViewportP* viewport : g.Viewports)
14101
0
        if (viewport->PlatformHandle == platform_handle)
14102
0
            return viewport;
14103
0
    return NULL;
14104
0
}
14105
14106
void ImGui::SetCurrentViewport(ImGuiWindow* current_window, ImGuiViewportP* viewport)
14107
0
{
14108
0
    ImGuiContext& g = *GImGui;
14109
0
    (void)current_window;
14110
14111
0
    if (viewport)
14112
0
        viewport->LastFrameActive = g.FrameCount;
14113
0
    if (g.CurrentViewport == viewport)
14114
0
        return;
14115
0
    g.CurrentDpiScale = viewport ? viewport->DpiScale : 1.0f;
14116
0
    g.CurrentViewport = viewport;
14117
    //IMGUI_DEBUG_LOG_VIEWPORT("[viewport] SetCurrentViewport changed '%s' 0x%08X\n", current_window ? current_window->Name : NULL, viewport ? viewport->ID : 0);
14118
14119
    // Notify platform layer of viewport changes
14120
    // FIXME-DPI: This is only currently used for experimenting with handling of multiple DPI
14121
0
    if (g.CurrentViewport && g.PlatformIO.Platform_OnChangedViewport)
14122
0
        g.PlatformIO.Platform_OnChangedViewport(g.CurrentViewport);
14123
0
}
14124
14125
void ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
14126
0
{
14127
    // Abandon viewport
14128
0
    if (window->ViewportOwned && window->Viewport->Window == window)
14129
0
        window->Viewport->Size = ImVec2(0.0f, 0.0f);
14130
14131
0
    window->Viewport = viewport;
14132
0
    window->ViewportId = viewport->ID;
14133
0
    window->ViewportOwned = (viewport->Window == window);
14134
0
}
14135
14136
static bool ImGui::GetWindowAlwaysWantOwnViewport(ImGuiWindow* window)
14137
0
{
14138
    // Tooltips and menus are not automatically forced into their own viewport when the NoMerge flag is set, however the multiplication of viewports makes them more likely to protrude and create their own.
14139
0
    ImGuiContext& g = *GImGui;
14140
0
    if (g.IO.ConfigViewportsNoAutoMerge || (window->WindowClass.ViewportFlagsOverrideSet & ImGuiViewportFlags_NoAutoMerge))
14141
0
        if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
14142
0
            if (!window->DockIsActive)
14143
0
                if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip)) == 0)
14144
0
                    if ((window->Flags & ImGuiWindowFlags_Popup) == 0 || (window->Flags & ImGuiWindowFlags_Modal) != 0)
14145
0
                        return true;
14146
0
    return false;
14147
0
}
14148
14149
static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
14150
0
{
14151
0
    ImGuiContext& g = *GImGui;
14152
0
    if (window->Viewport == viewport)
14153
0
        return false;
14154
0
    if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) == 0)
14155
0
        return false;
14156
0
    if ((viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0)
14157
0
        return false;
14158
0
    if (!viewport->GetMainRect().Contains(window->Rect()))
14159
0
        return false;
14160
0
    if (GetWindowAlwaysWantOwnViewport(window))
14161
0
        return false;
14162
14163
    // FIXME: Can't use g.WindowsFocusOrder[] for root windows only as we care about Z order. If we maintained a DisplayOrder along with FocusOrder we could..
14164
0
    for (ImGuiWindow* window_behind : g.Windows)
14165
0
    {
14166
0
        if (window_behind == window)
14167
0
            break;
14168
0
        if (window_behind->WasActive && window_behind->ViewportOwned && !(window_behind->Flags & ImGuiWindowFlags_ChildWindow))
14169
0
            if (window_behind->Viewport->GetMainRect().Overlaps(window->Rect()))
14170
0
                return false;
14171
0
    }
14172
14173
    // Move to the existing viewport, Move child/hosted windows as well (FIXME-OPT: iterate child)
14174
0
    ImGuiViewportP* old_viewport = window->Viewport;
14175
0
    if (window->ViewportOwned)
14176
0
        for (int n = 0; n < g.Windows.Size; n++)
14177
0
            if (g.Windows[n]->Viewport == old_viewport)
14178
0
                SetWindowViewport(g.Windows[n], viewport);
14179
0
    SetWindowViewport(window, viewport);
14180
0
    BringWindowToDisplayFront(window);
14181
14182
0
    return true;
14183
0
}
14184
14185
// FIXME: handle 0 to N host viewports
14186
static bool ImGui::UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window)
14187
0
{
14188
0
    ImGuiContext& g = *GImGui;
14189
0
    return UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]);
14190
0
}
14191
14192
// Translate Dear ImGui windows when a Host Viewport has been moved
14193
// (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!)
14194
void ImGui::TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos)
14195
0
{
14196
0
    ImGuiContext& g = *GImGui;
14197
0
    IM_ASSERT(viewport->Window == NULL && (viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows));
14198
14199
    // 1) We test if ImGuiConfigFlags_ViewportsEnable was just toggled, which allows us to conveniently
14200
    // translate imgui windows from OS-window-local to absolute coordinates or vice-versa.
14201
    // 2) If it's not going to fit into the new size, keep it at same absolute position.
14202
    // One problem with this is that most Win32 applications doesn't update their render while dragging,
14203
    // and so the window will appear to teleport when releasing the mouse.
14204
0
    const bool translate_all_windows = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable);
14205
0
    ImRect test_still_fit_rect(old_pos, old_pos + viewport->Size);
14206
0
    ImVec2 delta_pos = new_pos - old_pos;
14207
0
    for (ImGuiWindow* window : g.Windows) // FIXME-OPT
14208
0
        if (translate_all_windows || (window->Viewport == viewport && test_still_fit_rect.Contains(window->Rect())))
14209
0
            TranslateWindow(window, delta_pos);
14210
0
}
14211
14212
// Scale all windows (position, size). Use when e.g. changing DPI. (This is a lossy operation!)
14213
void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale)
14214
0
{
14215
0
    ImGuiContext& g = *GImGui;
14216
0
    if (viewport->Window)
14217
0
    {
14218
0
        ScaleWindow(viewport->Window, scale);
14219
0
    }
14220
0
    else
14221
0
    {
14222
0
        for (ImGuiWindow* window : g.Windows)
14223
0
            if (window->Viewport == viewport)
14224
0
                ScaleWindow(window, scale);
14225
0
    }
14226
0
}
14227
14228
// If the backend doesn't set MouseLastHoveredViewport or doesn't honor ImGuiViewportFlags_NoInputs, we do a search ourselves.
14229
// A) It won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window.
14230
// B) It requires Platform_GetWindowFocus to be implemented by backend.
14231
ImGuiViewportP* ImGui::FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos)
14232
0
{
14233
0
    ImGuiContext& g = *GImGui;
14234
0
    ImGuiViewportP* best_candidate = NULL;
14235
0
    for (ImGuiViewportP* viewport : g.Viewports)
14236
0
        if (!(viewport->Flags & (ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_IsMinimized)) && viewport->GetMainRect().Contains(mouse_platform_pos))
14237
0
            if (best_candidate == NULL || best_candidate->LastFocusedStampCount < viewport->LastFocusedStampCount)
14238
0
                best_candidate = viewport;
14239
0
    return best_candidate;
14240
0
}
14241
14242
// Update viewports and monitor infos
14243
// Note that this is running even if 'ImGuiConfigFlags_ViewportsEnable' is not set, in order to clear unused viewports (if any) and update monitor info.
14244
static void ImGui::UpdateViewportsNewFrame()
14245
0
{
14246
0
    ImGuiContext& g = *GImGui;
14247
0
    IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size);
14248
14249
    // Update Minimized status (we need it first in order to decide if we'll apply Pos/Size of the main viewport)
14250
    // Update Focused status
14251
0
    const bool viewports_enabled = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != 0;
14252
0
    if (viewports_enabled)
14253
0
    {
14254
0
        ImGuiViewportP* focused_viewport = NULL;
14255
0
        for (ImGuiViewportP* viewport : g.Viewports)
14256
0
        {
14257
0
            const bool platform_funcs_available = viewport->PlatformWindowCreated;
14258
0
            if (g.PlatformIO.Platform_GetWindowMinimized && platform_funcs_available)
14259
0
            {
14260
0
                bool is_minimized = g.PlatformIO.Platform_GetWindowMinimized(viewport);
14261
0
                if (is_minimized)
14262
0
                    viewport->Flags |= ImGuiViewportFlags_IsMinimized;
14263
0
                else
14264
0
                    viewport->Flags &= ~ImGuiViewportFlags_IsMinimized;
14265
0
            }
14266
14267
            // Update our implicit z-order knowledge of platform windows, which is used when the backend cannot provide io.MouseHoveredViewport.
14268
            // When setting Platform_GetWindowFocus, it is expected that the platform backend can handle calls without crashing if it doesn't have data stored.
14269
0
            if (g.PlatformIO.Platform_GetWindowFocus && platform_funcs_available)
14270
0
            {
14271
0
                bool is_focused = g.PlatformIO.Platform_GetWindowFocus(viewport);
14272
0
                if (is_focused)
14273
0
                    viewport->Flags |= ImGuiViewportFlags_IsFocused;
14274
0
                else
14275
0
                    viewport->Flags &= ~ImGuiViewportFlags_IsFocused;
14276
0
                if (is_focused)
14277
0
                    focused_viewport = viewport;
14278
0
            }
14279
0
        }
14280
14281
        // Focused viewport has changed?
14282
0
        if (focused_viewport && g.PlatformLastFocusedViewportId != focused_viewport->ID)
14283
0
        {
14284
0
            IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Focused viewport changed %08X -> %08X, attempting to apply our focus.\n", g.PlatformLastFocusedViewportId, focused_viewport->ID);
14285
0
            const ImGuiViewport* prev_focused_viewport = FindViewportByID(g.PlatformLastFocusedViewportId);
14286
0
            const bool prev_focused_has_been_destroyed = (prev_focused_viewport == NULL) || (prev_focused_viewport->PlatformWindowCreated == false);
14287
14288
            // Store a tag so we can infer z-order easily from all our windows
14289
            // We compare PlatformLastFocusedViewportId so newly created viewports with _NoFocusOnAppearing flag
14290
            // will keep the front most stamp instead of losing it back to their parent viewport.
14291
0
            if (focused_viewport->LastFocusedStampCount != g.ViewportFocusedStampCount)
14292
0
                focused_viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount;
14293
0
            g.PlatformLastFocusedViewportId = focused_viewport->ID;
14294
14295
            // Focus associated dear imgui window
14296
            // - if focus didn't happen with a click within imgui boundaries, e.g. Clicking platform title bar. (#6299)
14297
            // - if focus didn't happen because we destroyed another window (#6462)
14298
            // FIXME: perhaps 'FocusTopMostWindowUnderOne()' can handle the 'focused_window->Window != NULL' case as well.
14299
0
            const bool apply_imgui_focus_on_focused_viewport = !IsAnyMouseDown() && !prev_focused_has_been_destroyed;
14300
0
            if (apply_imgui_focus_on_focused_viewport)
14301
0
            {
14302
0
                focused_viewport->LastFocusedHadNavWindow |= (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport); // Update so a window changing viewport won't lose focus.
14303
0
                ImGuiFocusRequestFlags focus_request_flags = ImGuiFocusRequestFlags_UnlessBelowModal | ImGuiFocusRequestFlags_RestoreFocusedChild;
14304
0
                if (focused_viewport->Window != NULL)
14305
0
                    FocusWindow(focused_viewport->Window, focus_request_flags);
14306
0
                else if (focused_viewport->LastFocusedHadNavWindow)
14307
0
                    FocusTopMostWindowUnderOne(NULL, NULL, focused_viewport, focus_request_flags); // Focus top most in viewport
14308
0
                else
14309
0
                    FocusWindow(NULL, focus_request_flags); // No window had focus last time viewport was focused
14310
0
            }
14311
0
        }
14312
0
        if (focused_viewport)
14313
0
            focused_viewport->LastFocusedHadNavWindow = (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport);
14314
0
    }
14315
14316
    // Create/update main viewport with current platform position.
14317
    // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent.
14318
0
    ImGuiViewportP* main_viewport = g.Viewports[0];
14319
0
    IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID);
14320
0
    IM_ASSERT(main_viewport->Window == NULL);
14321
0
    ImVec2 main_viewport_pos = viewports_enabled ? g.PlatformIO.Platform_GetWindowPos(main_viewport) : ImVec2(0.0f, 0.0f);
14322
0
    ImVec2 main_viewport_size = g.IO.DisplaySize;
14323
0
    if (viewports_enabled && (main_viewport->Flags & ImGuiViewportFlags_IsMinimized))
14324
0
    {
14325
0
        main_viewport_pos = main_viewport->Pos;    // Preserve last pos/size when minimized (FIXME: We don't do the same for Size outside of the viewport path)
14326
0
        main_viewport_size = main_viewport->Size;
14327
0
    }
14328
0
    AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_pos, main_viewport_size, ImGuiViewportFlags_OwnedByApp | ImGuiViewportFlags_CanHostOtherWindows);
14329
14330
0
    g.CurrentDpiScale = 0.0f;
14331
0
    g.CurrentViewport = NULL;
14332
0
    g.MouseViewport = NULL;
14333
0
    for (int n = 0; n < g.Viewports.Size; n++)
14334
0
    {
14335
0
        ImGuiViewportP* viewport = g.Viewports[n];
14336
0
        viewport->Idx = n;
14337
14338
        // Erase unused viewports
14339
0
        if (n > 0 && viewport->LastFrameActive < g.FrameCount - 2)
14340
0
        {
14341
0
            DestroyViewport(viewport);
14342
0
            n--;
14343
0
            continue;
14344
0
        }
14345
14346
0
        const bool platform_funcs_available = viewport->PlatformWindowCreated;
14347
0
        if (viewports_enabled)
14348
0
        {
14349
            // Update Position and Size (from Platform Window to ImGui) if requested.
14350
            // We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities.
14351
0
            if (!(viewport->Flags & ImGuiViewportFlags_IsMinimized) && platform_funcs_available)
14352
0
            {
14353
                // Viewport->WorkPos and WorkSize will be updated below
14354
0
                if (viewport->PlatformRequestMove)
14355
0
                    viewport->Pos = viewport->LastPlatformPos = g.PlatformIO.Platform_GetWindowPos(viewport);
14356
0
                if (viewport->PlatformRequestResize)
14357
0
                    viewport->Size = viewport->LastPlatformSize = g.PlatformIO.Platform_GetWindowSize(viewport);
14358
0
            }
14359
0
        }
14360
14361
        // Update/copy monitor info
14362
0
        UpdateViewportPlatformMonitor(viewport);
14363
14364
        // Lock down space taken by menu bars and status bars, reset the offset for functions like BeginMainMenuBar() to alter them again.
14365
0
        viewport->WorkOffsetMin = viewport->BuildWorkOffsetMin;
14366
0
        viewport->WorkOffsetMax = viewport->BuildWorkOffsetMax;
14367
0
        viewport->BuildWorkOffsetMin = viewport->BuildWorkOffsetMax = ImVec2(0.0f, 0.0f);
14368
0
        viewport->UpdateWorkRect();
14369
14370
        // Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back.
14371
0
        viewport->Alpha = 1.0f;
14372
14373
        // Translate Dear ImGui windows when a Host Viewport has been moved
14374
        // (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!)
14375
0
        const ImVec2 viewport_delta_pos = viewport->Pos - viewport->LastPos;
14376
0
        if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && (viewport_delta_pos.x != 0.0f || viewport_delta_pos.y != 0.0f))
14377
0
            TranslateWindowsInViewport(viewport, viewport->LastPos, viewport->Pos);
14378
14379
        // Update DPI scale
14380
0
        float new_dpi_scale;
14381
0
        if (g.PlatformIO.Platform_GetWindowDpiScale && platform_funcs_available)
14382
0
            new_dpi_scale = g.PlatformIO.Platform_GetWindowDpiScale(viewport);
14383
0
        else if (viewport->PlatformMonitor != -1)
14384
0
            new_dpi_scale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale;
14385
0
        else
14386
0
            new_dpi_scale = (viewport->DpiScale != 0.0f) ? viewport->DpiScale : 1.0f;
14387
0
        if (viewport->DpiScale != 0.0f && new_dpi_scale != viewport->DpiScale)
14388
0
        {
14389
0
            float scale_factor = new_dpi_scale / viewport->DpiScale;
14390
0
            if (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports)
14391
0
                ScaleWindowsInViewport(viewport, scale_factor);
14392
            //if (viewport == GetMainViewport())
14393
            //    g.PlatformInterface.SetWindowSize(viewport, viewport->Size * scale_factor);
14394
14395
            // Scale our window moving pivot so that the window will rescale roughly around the mouse position.
14396
            // FIXME-VIEWPORT: This currently creates a resizing feedback loop when a window is straddling a DPI transition border.
14397
            // (Minor: since our sizes do not perfectly linearly scale, deferring the click offset scale until we know the actual window scale ratio may get us slightly more precise mouse positioning.)
14398
            //if (g.MovingWindow != NULL && g.MovingWindow->Viewport == viewport)
14399
            //    g.ActiveIdClickOffset = ImTrunc(g.ActiveIdClickOffset * scale_factor);
14400
0
        }
14401
0
        viewport->DpiScale = new_dpi_scale;
14402
0
    }
14403
14404
    // Update fallback monitor
14405
0
    if (g.PlatformIO.Monitors.Size == 0)
14406
0
    {
14407
0
        ImGuiPlatformMonitor* monitor = &g.FallbackMonitor;
14408
0
        monitor->MainPos = main_viewport->Pos;
14409
0
        monitor->MainSize = main_viewport->Size;
14410
0
        monitor->WorkPos = main_viewport->WorkPos;
14411
0
        monitor->WorkSize = main_viewport->WorkSize;
14412
0
        monitor->DpiScale = main_viewport->DpiScale;
14413
0
    }
14414
14415
0
    if (!viewports_enabled)
14416
0
    {
14417
0
        g.MouseViewport = main_viewport;
14418
0
        return;
14419
0
    }
14420
14421
    // Mouse handling: decide on the actual mouse viewport for this frame between the active/focused viewport and the hovered viewport.
14422
    // Note that 'viewport_hovered' should skip over any viewport that has the ImGuiViewportFlags_NoInputs flags set.
14423
0
    ImGuiViewportP* viewport_hovered = NULL;
14424
0
    if (g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
14425
0
    {
14426
0
        viewport_hovered = g.IO.MouseHoveredViewport ? (ImGuiViewportP*)FindViewportByID(g.IO.MouseHoveredViewport) : NULL;
14427
0
        if (viewport_hovered && (viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
14428
0
            viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); // Backend failed to handle _NoInputs viewport: revert to our fallback.
14429
0
    }
14430
0
    else
14431
0
    {
14432
        // If the backend doesn't know how to honor ImGuiViewportFlags_NoInputs, we do a search ourselves. Note that this search:
14433
        // A) won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window.
14434
        // B) won't take account of how the backend apply parent<>child relationship to secondary viewports, which affects their Z order.
14435
        // C) uses LastFrameAsRefViewport as a flawed replacement for the last time a window was focused (we could/should fix that by introducing Focus functions in PlatformIO)
14436
0
        viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos);
14437
0
    }
14438
0
    if (viewport_hovered != NULL)
14439
0
        g.MouseLastHoveredViewport = viewport_hovered;
14440
0
    else if (g.MouseLastHoveredViewport == NULL)
14441
0
        g.MouseLastHoveredViewport = g.Viewports[0];
14442
14443
    // Update mouse reference viewport
14444
    // (when moving a window we aim at its viewport, but this will be overwritten below if we go in drag and drop mode)
14445
    // (MovingViewport->Viewport will be NULL in the rare situation where the window disappared while moving, set UpdateMouseMovingWindowNewFrame() for details)
14446
0
    if (g.MovingWindow && g.MovingWindow->Viewport)
14447
0
        g.MouseViewport = g.MovingWindow->Viewport;
14448
0
    else
14449
0
        g.MouseViewport = g.MouseLastHoveredViewport;
14450
14451
    // When dragging something, always refer to the last hovered viewport.
14452
    // - when releasing a moving window we will revert to aiming behind (at viewport_hovered)
14453
    // - when we are between viewports, our dragged preview will tend to show in the last viewport _even_ if we don't have tooltips in their viewports (when lacking monitor info)
14454
    // - consider the case of holding on a menu item to browse child menus: even thou a mouse button is held, there's no active id because menu items only react on mouse release.
14455
    // FIXME-VIEWPORT: This is essentially broken, when ImGuiBackendFlags_HasMouseHoveredViewport is set we want to trust when viewport_hovered==NULL and use that.
14456
0
    const bool is_mouse_dragging_with_an_expected_destination = g.DragDropActive;
14457
0
    if (is_mouse_dragging_with_an_expected_destination && viewport_hovered == NULL)
14458
0
        viewport_hovered = g.MouseLastHoveredViewport;
14459
0
    if (is_mouse_dragging_with_an_expected_destination || g.ActiveId == 0 || !IsAnyMouseDown())
14460
0
        if (viewport_hovered != NULL && viewport_hovered != g.MouseViewport && !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
14461
0
            g.MouseViewport = viewport_hovered;
14462
14463
0
    IM_ASSERT(g.MouseViewport != NULL);
14464
0
}
14465
14466
// Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some)
14467
static void ImGui::UpdateViewportsEndFrame()
14468
0
{
14469
0
    ImGuiContext& g = *GImGui;
14470
0
    g.PlatformIO.Viewports.resize(0);
14471
0
    for (int i = 0; i < g.Viewports.Size; i++)
14472
0
    {
14473
0
        ImGuiViewportP* viewport = g.Viewports[i];
14474
0
        viewport->LastPos = viewport->Pos;
14475
0
        if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0.0f || viewport->Size.y <= 0.0f)
14476
0
            if (i > 0) // Always include main viewport in the list
14477
0
                continue;
14478
0
        if (viewport->Window && !IsWindowActiveAndVisible(viewport->Window))
14479
0
            continue;
14480
0
        if (i > 0)
14481
0
            IM_ASSERT(viewport->Window != NULL);
14482
0
        g.PlatformIO.Viewports.push_back(viewport);
14483
0
    }
14484
0
    g.Viewports[0]->ClearRequestFlags(); // Clear main viewport flags because UpdatePlatformWindows() won't do it and may not even be called
14485
0
}
14486
14487
// FIXME: We should ideally refactor the system to call this every frame (we currently don't)
14488
ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& pos, const ImVec2& size, ImGuiViewportFlags flags)
14489
0
{
14490
0
    ImGuiContext& g = *GImGui;
14491
0
    IM_ASSERT(id != 0);
14492
14493
0
    flags |= ImGuiViewportFlags_IsPlatformWindow;
14494
0
    if (window != NULL)
14495
0
    {
14496
0
        if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window)
14497
0
            flags |= ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_NoFocusOnAppearing;
14498
0
        if ((window->Flags & ImGuiWindowFlags_NoMouseInputs) && (window->Flags & ImGuiWindowFlags_NoNavInputs))
14499
0
            flags |= ImGuiViewportFlags_NoInputs;
14500
0
        if (window->Flags & ImGuiWindowFlags_NoFocusOnAppearing)
14501
0
            flags |= ImGuiViewportFlags_NoFocusOnAppearing;
14502
0
    }
14503
14504
0
    ImGuiViewportP* viewport = (ImGuiViewportP*)FindViewportByID(id);
14505
0
    if (viewport)
14506
0
    {
14507
        // Always update for main viewport as we are already pulling correct platform pos/size (see #4900)
14508
0
        if (!viewport->PlatformRequestMove || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID)
14509
0
            viewport->Pos = pos;
14510
0
        if (!viewport->PlatformRequestResize || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID)
14511
0
            viewport->Size = size;
14512
0
        viewport->Flags = flags | (viewport->Flags & (ImGuiViewportFlags_IsMinimized | ImGuiViewportFlags_IsFocused)); // Preserve existing flags
14513
0
    }
14514
0
    else
14515
0
    {
14516
        // New viewport
14517
0
        viewport = IM_NEW(ImGuiViewportP)();
14518
0
        viewport->ID = id;
14519
0
        viewport->Idx = g.Viewports.Size;
14520
0
        viewport->Pos = viewport->LastPos = pos;
14521
0
        viewport->Size = size;
14522
0
        viewport->Flags = flags;
14523
0
        UpdateViewportPlatformMonitor(viewport);
14524
0
        g.Viewports.push_back(viewport);
14525
0
        g.ViewportCreatedCount++;
14526
0
        IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Add Viewport %08X '%s'\n", id, window ? window->Name : "<NULL>");
14527
14528
        // We normally setup for all viewports in NewFrame() but here need to handle the mid-frame creation of a new viewport.
14529
        // We need to extend the fullscreen clip rect so the OverlayDrawList clip is correct for that the first frame
14530
0
        g.DrawListSharedData.ClipRectFullscreen.x = ImMin(g.DrawListSharedData.ClipRectFullscreen.x, viewport->Pos.x);
14531
0
        g.DrawListSharedData.ClipRectFullscreen.y = ImMin(g.DrawListSharedData.ClipRectFullscreen.y, viewport->Pos.y);
14532
0
        g.DrawListSharedData.ClipRectFullscreen.z = ImMax(g.DrawListSharedData.ClipRectFullscreen.z, viewport->Pos.x + viewport->Size.x);
14533
0
        g.DrawListSharedData.ClipRectFullscreen.w = ImMax(g.DrawListSharedData.ClipRectFullscreen.w, viewport->Pos.y + viewport->Size.y);
14534
14535
        // Store initial DpiScale before the OS platform window creation, based on expected monitor data.
14536
        // This is so we can select an appropriate font size on the first frame of our window lifetime
14537
0
        if (viewport->PlatformMonitor != -1)
14538
0
            viewport->DpiScale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale;
14539
0
    }
14540
14541
0
    viewport->Window = window;
14542
0
    viewport->LastFrameActive = g.FrameCount;
14543
0
    viewport->UpdateWorkRect();
14544
0
    IM_ASSERT(window == NULL || viewport->ID == window->ID);
14545
14546
0
    if (window != NULL)
14547
0
        window->ViewportOwned = true;
14548
14549
0
    return viewport;
14550
0
}
14551
14552
static void ImGui::DestroyViewport(ImGuiViewportP* viewport)
14553
0
{
14554
    // Clear references to this viewport in windows (window->ViewportId becomes the master data)
14555
0
    ImGuiContext& g = *GImGui;
14556
0
    for (ImGuiWindow* window : g.Windows)
14557
0
    {
14558
0
        if (window->Viewport != viewport)
14559
0
            continue;
14560
0
        window->Viewport = NULL;
14561
0
        window->ViewportOwned = false;
14562
0
    }
14563
0
    if (viewport == g.MouseLastHoveredViewport)
14564
0
        g.MouseLastHoveredViewport = NULL;
14565
14566
    // Destroy
14567
0
    IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Delete Viewport %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
14568
0
    DestroyPlatformWindow(viewport); // In most circumstances the platform window will already be destroyed here.
14569
0
    IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false);
14570
0
    IM_ASSERT(g.Viewports[viewport->Idx] == viewport);
14571
0
    g.Viewports.erase(g.Viewports.Data + viewport->Idx);
14572
0
    IM_DELETE(viewport);
14573
0
}
14574
14575
// FIXME-VIEWPORT: This is all super messy and ought to be clarified or rewritten.
14576
static void ImGui::WindowSelectViewport(ImGuiWindow* window)
14577
0
{
14578
0
    ImGuiContext& g = *GImGui;
14579
0
    ImGuiWindowFlags flags = window->Flags;
14580
0
    window->ViewportAllowPlatformMonitorExtend = -1;
14581
14582
    // Restore main viewport if multi-viewport is not supported by the backend
14583
0
    ImGuiViewportP* main_viewport = (ImGuiViewportP*)(void*)GetMainViewport();
14584
0
    if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable))
14585
0
    {
14586
0
        SetWindowViewport(window, main_viewport);
14587
0
        return;
14588
0
    }
14589
0
    window->ViewportOwned = false;
14590
14591
    // Appearing popups reset their viewport so they can inherit again
14592
0
    if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && window->Appearing)
14593
0
    {
14594
0
        window->Viewport = NULL;
14595
0
        window->ViewportId = 0;
14596
0
    }
14597
14598
0
    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) == 0)
14599
0
    {
14600
        // By default inherit from parent window
14601
0
        if (window->Viewport == NULL && window->ParentWindow && (!window->ParentWindow->IsFallbackWindow || window->ParentWindow->WasActive))
14602
0
            window->Viewport = window->ParentWindow->Viewport;
14603
14604
        // Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPos' restored from .ini file
14605
0
        if (window->Viewport == NULL && window->ViewportId != 0)
14606
0
        {
14607
0
            window->Viewport = (ImGuiViewportP*)FindViewportByID(window->ViewportId);
14608
0
            if (window->Viewport == NULL && window->ViewportPos.x != FLT_MAX && window->ViewportPos.y != FLT_MAX)
14609
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->ViewportPos, window->Size, ImGuiViewportFlags_None);
14610
0
        }
14611
0
    }
14612
14613
0
    bool lock_viewport = false;
14614
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport)
14615
0
    {
14616
        // Code explicitly request a viewport
14617
0
        window->Viewport = (ImGuiViewportP*)FindViewportByID(g.NextWindowData.ViewportId);
14618
0
        window->ViewportId = g.NextWindowData.ViewportId; // Store ID even if Viewport isn't resolved yet.
14619
0
        if (window->Viewport && (window->Flags & ImGuiWindowFlags_DockNodeHost) != 0 && window->Viewport->Window != NULL)
14620
0
        {
14621
0
            window->Viewport->Window = window;
14622
0
            window->Viewport->ID = window->ViewportId = window->ID; // Overwrite ID (always owned by node)
14623
0
        }
14624
0
        lock_viewport = true;
14625
0
    }
14626
0
    else if ((flags & ImGuiWindowFlags_ChildWindow) || (flags & ImGuiWindowFlags_ChildMenu))
14627
0
    {
14628
        // Always inherit viewport from parent window
14629
0
        if (window->DockNode && window->DockNode->HostWindow)
14630
0
            IM_ASSERT(window->DockNode->HostWindow->Viewport == window->ParentWindow->Viewport);
14631
0
        window->Viewport = window->ParentWindow->Viewport;
14632
0
    }
14633
0
    else if (window->DockNode && window->DockNode->HostWindow)
14634
0
    {
14635
        // This covers the "always inherit viewport from parent window" case for when a window reattach to a node that was just created mid-frame
14636
0
        window->Viewport = window->DockNode->HostWindow->Viewport;
14637
0
    }
14638
0
    else if (flags & ImGuiWindowFlags_Tooltip)
14639
0
    {
14640
0
        window->Viewport = g.MouseViewport;
14641
0
    }
14642
0
    else if (GetWindowAlwaysWantOwnViewport(window))
14643
0
    {
14644
0
        window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
14645
0
    }
14646
0
    else if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window && IsMousePosValid())
14647
0
    {
14648
0
        if (window->Viewport != NULL && window->Viewport->Window == window)
14649
0
            window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
14650
0
    }
14651
0
    else
14652
0
    {
14653
        // Merge into host viewport?
14654
        // We cannot test window->ViewportOwned as it set lower in the function.
14655
        // Testing (g.ActiveId == 0 || g.ActiveIdAllowOverlap) to avoid merging during a short-term widget interaction. Main intent was to avoid during resize (see #4212)
14656
0
        bool try_to_merge_into_host_viewport = (window->Viewport && window == window->Viewport->Window && (g.ActiveId == 0 || g.ActiveIdAllowOverlap));
14657
0
        if (try_to_merge_into_host_viewport)
14658
0
            UpdateTryMergeWindowIntoHostViewports(window);
14659
0
    }
14660
14661
    // Fallback: merge in default viewport if z-order matches, otherwise create a new viewport
14662
0
    if (window->Viewport == NULL)
14663
0
        if (!UpdateTryMergeWindowIntoHostViewport(window, main_viewport))
14664
0
            window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
14665
14666
    // Mark window as allowed to protrude outside of its viewport and into the current monitor
14667
0
    if (!lock_viewport)
14668
0
    {
14669
0
        if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
14670
0
        {
14671
            // We need to take account of the possibility that mouse may become invalid.
14672
            // Popups/Tooltip always set ViewportAllowPlatformMonitorExtend so GetWindowAllowedExtentRect() will return full monitor bounds.
14673
0
            ImVec2 mouse_ref = (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.BeginPopupStack.back().OpenMousePos;
14674
0
            bool use_mouse_ref = (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow);
14675
0
            bool mouse_valid = IsMousePosValid(&mouse_ref);
14676
0
            if ((window->Appearing || (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_ChildMenu))) && (!use_mouse_ref || mouse_valid))
14677
0
                window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos());
14678
0
            else
14679
0
                window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
14680
0
        }
14681
0
        else if (window->Viewport && window != window->Viewport->Window && window->Viewport->Window && !(flags & ImGuiWindowFlags_ChildWindow) && window->DockNode == NULL)
14682
0
        {
14683
            // When called from Begin() we don't have access to a proper version of the Hidden flag yet, so we replicate this code.
14684
0
            const bool will_be_visible = (window->DockIsActive && !window->DockTabIsVisible) ? false : true;
14685
0
            if ((window->Flags & ImGuiWindowFlags_DockNodeHost) && window->Viewport->LastFrameActive < g.FrameCount && will_be_visible)
14686
0
            {
14687
                // Steal/transfer ownership
14688
0
                IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' steal Viewport %08X from Window '%s'\n", window->Name, window->Viewport->ID, window->Viewport->Window->Name);
14689
0
                window->Viewport->Window = window;
14690
0
                window->Viewport->ID = window->ID;
14691
0
                window->Viewport->LastNameHash = 0;
14692
0
            }
14693
0
            else if (!UpdateTryMergeWindowIntoHostViewports(window)) // Merge?
14694
0
            {
14695
                // New viewport
14696
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing);
14697
0
            }
14698
0
        }
14699
0
        else if (window->ViewportAllowPlatformMonitorExtend < 0 && (flags & ImGuiWindowFlags_ChildWindow) == 0)
14700
0
        {
14701
            // Regular (non-child, non-popup) windows by default are also allowed to protrude
14702
            // Child windows are kept contained within their parent.
14703
0
            window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
14704
0
        }
14705
0
    }
14706
14707
    // Update flags
14708
0
    window->ViewportOwned = (window == window->Viewport->Window);
14709
0
    window->ViewportId = window->Viewport->ID;
14710
14711
    // If the OS window has a title bar, hide our imgui title bar
14712
    //if (window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration))
14713
    //    window->Flags |= ImGuiWindowFlags_NoTitleBar;
14714
0
}
14715
14716
void ImGui::WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack)
14717
0
{
14718
0
    ImGuiContext& g = *GImGui;
14719
14720
0
    bool viewport_rect_changed = false;
14721
14722
    // Synchronize window --> viewport in most situations
14723
    // Synchronize viewport -> window in case the platform window has been moved or resized from the OS/WM
14724
0
    if (window->Viewport->PlatformRequestMove)
14725
0
    {
14726
0
        window->Pos = window->Viewport->Pos;
14727
0
        MarkIniSettingsDirty(window);
14728
0
    }
14729
0
    else if (memcmp(&window->Viewport->Pos, &window->Pos, sizeof(window->Pos)) != 0)
14730
0
    {
14731
0
        viewport_rect_changed = true;
14732
0
        window->Viewport->Pos = window->Pos;
14733
0
    }
14734
14735
0
    if (window->Viewport->PlatformRequestResize)
14736
0
    {
14737
0
        window->Size = window->SizeFull = window->Viewport->Size;
14738
0
        MarkIniSettingsDirty(window);
14739
0
    }
14740
0
    else if (memcmp(&window->Viewport->Size, &window->Size, sizeof(window->Size)) != 0)
14741
0
    {
14742
0
        viewport_rect_changed = true;
14743
0
        window->Viewport->Size = window->Size;
14744
0
    }
14745
0
    window->Viewport->UpdateWorkRect();
14746
14747
    // The viewport may have changed monitor since the global update in UpdateViewportsNewFrame()
14748
    // Either a SetNextWindowPos() call in the current frame or a SetWindowPos() call in the previous frame may have this effect.
14749
0
    if (viewport_rect_changed)
14750
0
        UpdateViewportPlatformMonitor(window->Viewport);
14751
14752
    // Update common viewport flags
14753
0
    const ImGuiViewportFlags viewport_flags_to_clear = ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoRendererClear;
14754
0
    ImGuiViewportFlags viewport_flags = window->Viewport->Flags & ~viewport_flags_to_clear;
14755
0
    ImGuiWindowFlags window_flags = window->Flags;
14756
0
    const bool is_modal = (window_flags & ImGuiWindowFlags_Modal) != 0;
14757
0
    const bool is_short_lived_floating_window = (window_flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0;
14758
0
    if (window_flags & ImGuiWindowFlags_Tooltip)
14759
0
        viewport_flags |= ImGuiViewportFlags_TopMost;
14760
0
    if ((g.IO.ConfigViewportsNoTaskBarIcon || is_short_lived_floating_window) && !is_modal)
14761
0
        viewport_flags |= ImGuiViewportFlags_NoTaskBarIcon;
14762
0
    if (g.IO.ConfigViewportsNoDecoration || is_short_lived_floating_window)
14763
0
        viewport_flags |= ImGuiViewportFlags_NoDecoration;
14764
14765
    // Not correct to set modal as topmost because:
14766
    // - Because other popups can be stacked above a modal (e.g. combo box in a modal)
14767
    // - ImGuiViewportFlags_TopMost is currently handled different in backends: in Win32 it is "appear top most" whereas in GLFW and SDL it is "stay topmost"
14768
    //if (flags & ImGuiWindowFlags_Modal)
14769
    //    viewport_flags |= ImGuiViewportFlags_TopMost;
14770
14771
    // For popups and menus that may be protruding out of their parent viewport, we enable _NoFocusOnClick so that clicking on them
14772
    // won't steal the OS focus away from their parent window (which may be reflected in OS the title bar decoration).
14773
    // Setting _NoFocusOnClick would technically prevent us from bringing back to front in case they are being covered by an OS window from a different app,
14774
    // but it shouldn't be much of a problem considering those are already popups that are closed when clicking elsewhere.
14775
0
    if (is_short_lived_floating_window && !is_modal)
14776
0
        viewport_flags |= ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoFocusOnClick;
14777
14778
    // We can overwrite viewport flags using ImGuiWindowClass (advanced users)
14779
0
    if (window->WindowClass.ViewportFlagsOverrideSet)
14780
0
        viewport_flags |= window->WindowClass.ViewportFlagsOverrideSet;
14781
0
    if (window->WindowClass.ViewportFlagsOverrideClear)
14782
0
        viewport_flags &= ~window->WindowClass.ViewportFlagsOverrideClear;
14783
14784
    // We can also tell the backend that clearing the platform window won't be necessary,
14785
    // as our window background is filling the viewport and we have disabled BgAlpha.
14786
    // FIXME: Work on support for per-viewport transparency (#2766)
14787
0
    if (!(window_flags & ImGuiWindowFlags_NoBackground))
14788
0
        viewport_flags |= ImGuiViewportFlags_NoRendererClear;
14789
14790
0
    window->Viewport->Flags = viewport_flags;
14791
14792
    // Update parent viewport ID
14793
    // (the !IsFallbackWindow test mimic the one done in WindowSelectViewport())
14794
0
    if (window->WindowClass.ParentViewportId != (ImGuiID)-1)
14795
0
        window->Viewport->ParentViewportId = window->WindowClass.ParentViewportId;
14796
0
    else if ((window_flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && parent_window_in_stack && (!parent_window_in_stack->IsFallbackWindow || parent_window_in_stack->WasActive))
14797
0
        window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID;
14798
0
    else
14799
0
        window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID;
14800
0
}
14801
14802
// Called by user at the end of the main loop, after EndFrame()
14803
// This will handle the creation/update of all OS windows via function defined in the ImGuiPlatformIO api.
14804
void ImGui::UpdatePlatformWindows()
14805
0
{
14806
0
    ImGuiContext& g = *GImGui;
14807
0
    IM_ASSERT(g.FrameCountEnded == g.FrameCount && "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?");
14808
0
    IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount);
14809
0
    g.FrameCountPlatformEnded = g.FrameCount;
14810
0
    if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable))
14811
0
        return;
14812
14813
    // Create/resize/destroy platform windows to match each active viewport.
14814
    // Skip the main viewport (index 0), which is always fully handled by the application!
14815
0
    for (int i = 1; i < g.Viewports.Size; i++)
14816
0
    {
14817
0
        ImGuiViewportP* viewport = g.Viewports[i];
14818
14819
        // Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window
14820
        // (the implicit/fallback Debug##Default window will be registering its viewport then be disabled, causing a dummy DestroyPlatformWindow to be made each frame)
14821
0
        bool destroy_platform_window = false;
14822
0
        destroy_platform_window |= (viewport->LastFrameActive < g.FrameCount - 1);
14823
0
        destroy_platform_window |= (viewport->Window && !IsWindowActiveAndVisible(viewport->Window));
14824
0
        if (destroy_platform_window)
14825
0
        {
14826
0
            DestroyPlatformWindow(viewport);
14827
0
            continue;
14828
0
        }
14829
14830
        // New windows that appears directly in a new viewport won't always have a size on their first frame
14831
0
        if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0 || viewport->Size.y <= 0)
14832
0
            continue;
14833
14834
        // Create window
14835
0
        const bool is_new_platform_window = (viewport->PlatformWindowCreated == false);
14836
0
        if (is_new_platform_window)
14837
0
        {
14838
0
            IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Create Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
14839
0
            g.PlatformIO.Platform_CreateWindow(viewport);
14840
0
            if (g.PlatformIO.Renderer_CreateWindow != NULL)
14841
0
                g.PlatformIO.Renderer_CreateWindow(viewport);
14842
0
            g.PlatformWindowsCreatedCount++;
14843
0
            viewport->LastNameHash = 0;
14844
0
            viewport->LastPlatformPos = viewport->LastPlatformSize = ImVec2(FLT_MAX, FLT_MAX); // By clearing those we'll enforce a call to Platform_SetWindowPos/Size below, before Platform_ShowWindow (FIXME: Is that necessary?)
14845
0
            viewport->LastRendererSize = viewport->Size;                                       // We don't need to call Renderer_SetWindowSize() as it is expected Renderer_CreateWindow() already did it.
14846
0
            viewport->PlatformWindowCreated = true;
14847
0
        }
14848
14849
        // Apply Position and Size (from ImGui to Platform/Renderer backends)
14850
0
        if ((viewport->LastPlatformPos.x != viewport->Pos.x || viewport->LastPlatformPos.y != viewport->Pos.y) && !viewport->PlatformRequestMove)
14851
0
            g.PlatformIO.Platform_SetWindowPos(viewport, viewport->Pos);
14852
0
        if ((viewport->LastPlatformSize.x != viewport->Size.x || viewport->LastPlatformSize.y != viewport->Size.y) && !viewport->PlatformRequestResize)
14853
0
            g.PlatformIO.Platform_SetWindowSize(viewport, viewport->Size);
14854
0
        if ((viewport->LastRendererSize.x != viewport->Size.x || viewport->LastRendererSize.y != viewport->Size.y) && g.PlatformIO.Renderer_SetWindowSize)
14855
0
            g.PlatformIO.Renderer_SetWindowSize(viewport, viewport->Size);
14856
0
        viewport->LastPlatformPos = viewport->Pos;
14857
0
        viewport->LastPlatformSize = viewport->LastRendererSize = viewport->Size;
14858
14859
        // Update title bar (if it changed)
14860
0
        if (ImGuiWindow* window_for_title = GetWindowForTitleDisplay(viewport->Window))
14861
0
        {
14862
0
            const char* title_begin = window_for_title->Name;
14863
0
            char* title_end = (char*)(intptr_t)FindRenderedTextEnd(title_begin);
14864
0
            const ImGuiID title_hash = ImHashStr(title_begin, title_end - title_begin);
14865
0
            if (viewport->LastNameHash != title_hash)
14866
0
            {
14867
0
                char title_end_backup_c = *title_end;
14868
0
                *title_end = 0; // Cut existing buffer short instead of doing an alloc/free, no small gain.
14869
0
                g.PlatformIO.Platform_SetWindowTitle(viewport, title_begin);
14870
0
                *title_end = title_end_backup_c;
14871
0
                viewport->LastNameHash = title_hash;
14872
0
            }
14873
0
        }
14874
14875
        // Update alpha (if it changed)
14876
0
        if (viewport->LastAlpha != viewport->Alpha && g.PlatformIO.Platform_SetWindowAlpha)
14877
0
            g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport->Alpha);
14878
0
        viewport->LastAlpha = viewport->Alpha;
14879
14880
        // Optional, general purpose call to allow the backend to perform general book-keeping even if things haven't changed.
14881
0
        if (g.PlatformIO.Platform_UpdateWindow)
14882
0
            g.PlatformIO.Platform_UpdateWindow(viewport);
14883
14884
0
        if (is_new_platform_window)
14885
0
        {
14886
            // On startup ensure new platform window don't steal focus (give it a few frames, as nested contents may lead to viewport being created a few frames late)
14887
0
            if (g.FrameCount < 3)
14888
0
                viewport->Flags |= ImGuiViewportFlags_NoFocusOnAppearing;
14889
14890
            // Show window
14891
0
            g.PlatformIO.Platform_ShowWindow(viewport);
14892
14893
            // Even without focus, we assume the window becomes front-most.
14894
            // This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available.
14895
0
            if (viewport->LastFocusedStampCount != g.ViewportFocusedStampCount)
14896
0
                viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount;
14897
0
        }
14898
14899
        // Clear request flags
14900
0
        viewport->ClearRequestFlags();
14901
0
    }
14902
0
}
14903
14904
// This is a default/basic function for performing the rendering/swap of multiple Platform Windows.
14905
// Custom renderers may prefer to not call this function at all, and instead iterate the publicly exposed platform data and handle rendering/sync themselves.
14906
// The Render/Swap functions stored in ImGuiPlatformIO are merely here to allow for this helper to exist, but you can do it yourself:
14907
//
14908
//    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
14909
//    for (int i = 1; i < platform_io.Viewports.Size; i++)
14910
//        if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0)
14911
//            MyRenderFunction(platform_io.Viewports[i], my_args);
14912
//    for (int i = 1; i < platform_io.Viewports.Size; i++)
14913
//        if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0)
14914
//            MySwapBufferFunction(platform_io.Viewports[i], my_args);
14915
//
14916
void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg)
14917
0
{
14918
    // Skip the main viewport (index 0), which is always fully handled by the application!
14919
0
    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
14920
0
    for (int i = 1; i < platform_io.Viewports.Size; i++)
14921
0
    {
14922
0
        ImGuiViewport* viewport = platform_io.Viewports[i];
14923
0
        if (viewport->Flags & ImGuiViewportFlags_IsMinimized)
14924
0
            continue;
14925
0
        if (platform_io.Platform_RenderWindow) platform_io.Platform_RenderWindow(viewport, platform_render_arg);
14926
0
        if (platform_io.Renderer_RenderWindow) platform_io.Renderer_RenderWindow(viewport, renderer_render_arg);
14927
0
    }
14928
0
    for (int i = 1; i < platform_io.Viewports.Size; i++)
14929
0
    {
14930
0
        ImGuiViewport* viewport = platform_io.Viewports[i];
14931
0
        if (viewport->Flags & ImGuiViewportFlags_IsMinimized)
14932
0
            continue;
14933
0
        if (platform_io.Platform_SwapBuffers) platform_io.Platform_SwapBuffers(viewport, platform_render_arg);
14934
0
        if (platform_io.Renderer_SwapBuffers) platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg);
14935
0
    }
14936
0
}
14937
14938
static int ImGui::FindPlatformMonitorForPos(const ImVec2& pos)
14939
0
{
14940
0
    ImGuiContext& g = *GImGui;
14941
0
    for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++)
14942
0
    {
14943
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n];
14944
0
        if (ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize).Contains(pos))
14945
0
            return monitor_n;
14946
0
    }
14947
0
    return -1;
14948
0
}
14949
14950
// Search for the monitor with the largest intersection area with the given rectangle
14951
// We generally try to avoid searching loops but the monitor count should be very small here
14952
// FIXME-OPT: We could test the last monitor used for that viewport first, and early
14953
static int ImGui::FindPlatformMonitorForRect(const ImRect& rect)
14954
0
{
14955
0
    ImGuiContext& g = *GImGui;
14956
14957
0
    const int monitor_count = g.PlatformIO.Monitors.Size;
14958
0
    if (monitor_count <= 1)
14959
0
        return monitor_count - 1;
14960
14961
    // Use a minimum threshold of 1.0f so a zero-sized rect won't false positive, and will still find the correct monitor given its position.
14962
    // This is necessary for tooltips which always resize down to zero at first.
14963
0
    const float surface_threshold = ImMax(rect.GetWidth() * rect.GetHeight() * 0.5f, 1.0f);
14964
0
    int best_monitor_n = -1;
14965
0
    float best_monitor_surface = 0.001f;
14966
14967
0
    for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size && best_monitor_surface < surface_threshold; monitor_n++)
14968
0
    {
14969
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n];
14970
0
        const ImRect monitor_rect = ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize);
14971
0
        if (monitor_rect.Contains(rect))
14972
0
            return monitor_n;
14973
0
        ImRect overlapping_rect = rect;
14974
0
        overlapping_rect.ClipWithFull(monitor_rect);
14975
0
        float overlapping_surface = overlapping_rect.GetWidth() * overlapping_rect.GetHeight();
14976
0
        if (overlapping_surface < best_monitor_surface)
14977
0
            continue;
14978
0
        best_monitor_surface = overlapping_surface;
14979
0
        best_monitor_n = monitor_n;
14980
0
    }
14981
0
    return best_monitor_n;
14982
0
}
14983
14984
// Update monitor from viewport rectangle (we'll use this info to clamp windows and save windows lost in a removed monitor)
14985
static void ImGui::UpdateViewportPlatformMonitor(ImGuiViewportP* viewport)
14986
0
{
14987
0
    viewport->PlatformMonitor = (short)FindPlatformMonitorForRect(viewport->GetMainRect());
14988
0
}
14989
14990
// Return value is always != NULL, but don't hold on it across frames.
14991
const ImGuiPlatformMonitor* ImGui::GetViewportPlatformMonitor(ImGuiViewport* viewport_p)
14992
0
{
14993
0
    ImGuiContext& g = *GImGui;
14994
0
    ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)viewport_p;
14995
0
    int monitor_idx = viewport->PlatformMonitor;
14996
0
    if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size)
14997
0
        return &g.PlatformIO.Monitors[monitor_idx];
14998
0
    return &g.FallbackMonitor;
14999
0
}
15000
15001
void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport)
15002
0
{
15003
0
    ImGuiContext& g = *GImGui;
15004
0
    if (viewport->PlatformWindowCreated)
15005
0
    {
15006
0
        IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Destroy Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
15007
0
        if (g.PlatformIO.Renderer_DestroyWindow)
15008
0
            g.PlatformIO.Renderer_DestroyWindow(viewport);
15009
0
        if (g.PlatformIO.Platform_DestroyWindow)
15010
0
            g.PlatformIO.Platform_DestroyWindow(viewport);
15011
0
        IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL);
15012
15013
        // Don't clear PlatformWindowCreated for the main viewport, as we initially set that up to true in Initialize()
15014
        // The righter way may be to leave it to the backend to set this flag all-together, and made the flag public.
15015
0
        if (viewport->ID != IMGUI_VIEWPORT_DEFAULT_ID)
15016
0
            viewport->PlatformWindowCreated = false;
15017
0
    }
15018
0
    else
15019
0
    {
15020
0
        IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL);
15021
0
    }
15022
0
    viewport->RendererUserData = viewport->PlatformUserData = viewport->PlatformHandle = NULL;
15023
0
    viewport->ClearRequestFlags();
15024
0
}
15025
15026
void ImGui::DestroyPlatformWindows()
15027
0
{
15028
    // We call the destroy window on every viewport (including the main viewport, index 0) to give a chance to the backend
15029
    // to clear any data they may have stored in e.g. PlatformUserData, RendererUserData.
15030
    // It is convenient for the platform backend code to store something in the main viewport, in order for e.g. the mouse handling
15031
    // code to operator a consistent manner.
15032
    // It is expected that the backend can handle calls to Renderer_DestroyWindow/Platform_DestroyWindow without
15033
    // crashing if it doesn't have data stored.
15034
0
    ImGuiContext& g = *GImGui;
15035
0
    for (ImGuiViewportP* viewport : g.Viewports)
15036
0
        DestroyPlatformWindow(viewport);
15037
0
}
15038
15039
15040
//-----------------------------------------------------------------------------
15041
// [SECTION] DOCKING
15042
//-----------------------------------------------------------------------------
15043
// Docking: Internal Types
15044
// Docking: Forward Declarations
15045
// Docking: ImGuiDockContext
15046
// Docking: ImGuiDockContext Docking/Undocking functions
15047
// Docking: ImGuiDockNode
15048
// Docking: ImGuiDockNode Tree manipulation functions
15049
// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport)
15050
// Docking: Builder Functions
15051
// Docking: Begin/End Support Functions (called from Begin/End)
15052
// Docking: Settings
15053
//-----------------------------------------------------------------------------
15054
15055
//-----------------------------------------------------------------------------
15056
// Typical Docking call flow: (root level is generally public API):
15057
//-----------------------------------------------------------------------------
15058
// - NewFrame()                               new dear imgui frame
15059
//    | DockContextNewFrameUpdateUndocking()  - process queued undocking requests
15060
//    | - DockContextProcessUndockWindow()    - process one window undocking request
15061
//    | - DockContextProcessUndockNode()      - process one whole node undocking request
15062
//    | DockContextNewFrameUpdateUndocking()  - process queue docking requests, create floating dock nodes
15063
//    | - update g.HoveredDockNode            - [debug] update node hovered by mouse
15064
//    | - DockContextProcessDock()            - process one docking request
15065
//    | - DockNodeUpdate()
15066
//    |   - DockNodeUpdateForRootNode()
15067
//    |     - DockNodeUpdateFlagsAndCollapse()
15068
//    |     - DockNodeFindInfo()
15069
//    |   - destroy unused node or tab bar
15070
//    |   - create dock node host window
15071
//    |      - Begin() etc.
15072
//    |   - DockNodeStartMouseMovingWindow()
15073
//    |   - DockNodeTreeUpdatePosSize()
15074
//    |   - DockNodeTreeUpdateSplitter()
15075
//    |   - draw node background
15076
//    |   - DockNodeUpdateTabBar()            - create/update tab bar for a docking node
15077
//    |     - DockNodeAddTabBar()
15078
//    |     - DockNodeWindowMenuUpdate()
15079
//    |     - DockNodeCalcTabBarLayout()
15080
//    |     - BeginTabBarEx()
15081
//    |     - TabItemEx() calls
15082
//    |     - EndTabBar()
15083
//    |   - BeginDockableDragDropTarget()
15084
//    |      - DockNodeUpdate()               - recurse into child nodes...
15085
//-----------------------------------------------------------------------------
15086
// - DockSpace()                              user submit a dockspace into a window
15087
//    | Begin(Child)                          - create a child window
15088
//    | DockNodeUpdate()                      - call main dock node update function
15089
//    | End(Child)
15090
//    | ItemSize()
15091
//-----------------------------------------------------------------------------
15092
// - Begin()
15093
//    | BeginDocked()
15094
//    | BeginDockableDragDropSource()
15095
//    | BeginDockableDragDropTarget()
15096
//    | - DockNodePreviewDockRender()
15097
//-----------------------------------------------------------------------------
15098
// - EndFrame()
15099
//    | DockContextEndFrame()
15100
//-----------------------------------------------------------------------------
15101
15102
//-----------------------------------------------------------------------------
15103
// Docking: Internal Types
15104
//-----------------------------------------------------------------------------
15105
// - ImGuiDockRequestType
15106
// - ImGuiDockRequest
15107
// - ImGuiDockPreviewData
15108
// - ImGuiDockNodeSettings
15109
// - ImGuiDockContext
15110
//-----------------------------------------------------------------------------
15111
15112
enum ImGuiDockRequestType
15113
{
15114
    ImGuiDockRequestType_None = 0,
15115
    ImGuiDockRequestType_Dock,
15116
    ImGuiDockRequestType_Undock,
15117
    ImGuiDockRequestType_Split                  // Split is the same as Dock but without a DockPayload
15118
};
15119
15120
struct ImGuiDockRequest
15121
{
15122
    ImGuiDockRequestType    Type;
15123
    ImGuiWindow*            DockTargetWindow;   // Destination/Target Window to dock into (may be a loose window or a DockNode, might be NULL in which case DockTargetNode cannot be NULL)
15124
    ImGuiDockNode*          DockTargetNode;     // Destination/Target Node to dock into
15125
    ImGuiWindow*            DockPayload;        // Source/Payload window to dock (may be a loose window or a DockNode), [Optional]
15126
    ImGuiDir                DockSplitDir;
15127
    float                   DockSplitRatio;
15128
    bool                    DockSplitOuter;
15129
    ImGuiWindow*            UndockTargetWindow;
15130
    ImGuiDockNode*          UndockTargetNode;
15131
15132
    ImGuiDockRequest()
15133
0
    {
15134
0
        Type = ImGuiDockRequestType_None;
15135
0
        DockTargetWindow = DockPayload = UndockTargetWindow = NULL;
15136
0
        DockTargetNode = UndockTargetNode = NULL;
15137
0
        DockSplitDir = ImGuiDir_None;
15138
0
        DockSplitRatio = 0.5f;
15139
0
        DockSplitOuter = false;
15140
0
    }
15141
};
15142
15143
struct ImGuiDockPreviewData
15144
{
15145
    ImGuiDockNode   FutureNode;
15146
    bool            IsDropAllowed;
15147
    bool            IsCenterAvailable;
15148
    bool            IsSidesAvailable;           // Hold your breath, grammar freaks..
15149
    bool            IsSplitDirExplicit;         // Set when hovered the drop rect (vs. implicit SplitDir==None when hovered the window)
15150
    ImGuiDockNode*  SplitNode;
15151
    ImGuiDir        SplitDir;
15152
    float           SplitRatio;
15153
    ImRect          DropRectsDraw[ImGuiDir_COUNT + 1];  // May be slightly different from hit-testing drop rects used in DockNodeCalcDropRects()
15154
15155
0
    ImGuiDockPreviewData() : FutureNode(0) { IsDropAllowed = IsCenterAvailable = IsSidesAvailable = IsSplitDirExplicit = false; SplitNode = NULL; SplitDir = ImGuiDir_None; SplitRatio = 0.f; for (int n = 0; n < IM_ARRAYSIZE(DropRectsDraw); n++) DropRectsDraw[n] = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); }
15156
};
15157
15158
// Persistent Settings data, stored contiguously in SettingsNodes (sizeof() ~32 bytes)
15159
struct ImGuiDockNodeSettings
15160
{
15161
    ImGuiID             ID;
15162
    ImGuiID             ParentNodeId;
15163
    ImGuiID             ParentWindowId;
15164
    ImGuiID             SelectedTabId;
15165
    signed char         SplitAxis;
15166
    char                Depth;
15167
    ImGuiDockNodeFlags  Flags;                  // NB: We save individual flags one by one in ascii format (ImGuiDockNodeFlags_SavedFlagsMask_)
15168
    ImVec2ih            Pos;
15169
    ImVec2ih            Size;
15170
    ImVec2ih            SizeRef;
15171
0
    ImGuiDockNodeSettings() { memset(this, 0, sizeof(*this)); SplitAxis = ImGuiAxis_None; }
15172
};
15173
15174
//-----------------------------------------------------------------------------
15175
// Docking: Forward Declarations
15176
//-----------------------------------------------------------------------------
15177
15178
namespace ImGui
15179
{
15180
    // ImGuiDockContext
15181
    static ImGuiDockNode*   DockContextAddNode(ImGuiContext* ctx, ImGuiID id);
15182
    static void             DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node);
15183
    static void             DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node);
15184
    static void             DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req);
15185
    static void             DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx);
15186
    static ImGuiDockNode*   DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window);
15187
    static void             DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count);
15188
    static void             DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id);                            // Use root_id==0 to add all
15189
15190
    // ImGuiDockNode
15191
    static void             DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar);
15192
    static void             DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node);
15193
    static void             DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node);
15194
    static ImGuiWindow*     DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id);
15195
    static void             DockNodeApplyPosSizeToWindows(ImGuiDockNode* node);
15196
    static void             DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id);
15197
    static void             DockNodeHideHostWindow(ImGuiDockNode* node);
15198
    static void             DockNodeUpdate(ImGuiDockNode* node);
15199
    static void             DockNodeUpdateForRootNode(ImGuiDockNode* node);
15200
    static void             DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node);
15201
    static void             DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node);
15202
    static void             DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window);
15203
    static void             DockNodeAddTabBar(ImGuiDockNode* node);
15204
    static void             DockNodeRemoveTabBar(ImGuiDockNode* node);
15205
    static void             DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar);
15206
    static void             DockNodeUpdateVisibleFlag(ImGuiDockNode* node);
15207
    static void             DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window);
15208
    static bool             DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* payload_window);
15209
    static void             DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* preview_data, bool is_explicit_target, bool is_outer_docking);
15210
    static void             DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, const ImGuiDockPreviewData* preview_data);
15211
    static void             DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos);
15212
    static void             DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired);
15213
    static bool             DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_draw, bool outer_docking, ImVec2* test_mouse_pos);
15214
0
    static const char*      DockNodeGetHostWindowTitle(ImGuiDockNode* node, char* buf, int buf_size) { ImFormatString(buf, buf_size, "##DockNode_%02X", node->ID); return buf; }
15215
    static int              DockNodeGetTabOrder(ImGuiWindow* window);
15216
15217
    // ImGuiDockNode tree manipulations
15218
    static void             DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_first_child, float split_ratio, ImGuiDockNode* new_node);
15219
    static void             DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child);
15220
    static void             DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node = NULL);
15221
    static void             DockNodeTreeUpdateSplitter(ImGuiDockNode* node);
15222
    static ImGuiDockNode*   DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos);
15223
    static ImGuiDockNode*   DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node);
15224
15225
    // Settings
15226
    static void             DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id);
15227
    static void             DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count);
15228
    static ImGuiDockNodeSettings*   DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID node_id);
15229
    static void             DockSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);
15230
    static void             DockSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);
15231
    static void*            DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
15232
    static void             DockSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);
15233
    static void             DockSettingsHandler_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf);
15234
}
15235
15236
//-----------------------------------------------------------------------------
15237
// Docking: ImGuiDockContext
15238
//-----------------------------------------------------------------------------
15239
// The lifetime model is different from the one of regular windows: we always create a ImGuiDockNode for each ImGuiDockNodeSettings,
15240
// or we always hold the entire docking node tree. Nodes are frequently hidden, e.g. if the window(s) or child nodes they host are not active.
15241
// At boot time only, we run a simple GC to remove nodes that have no references.
15242
// Because dock node settings (which are small, contiguous structures) are always mirrored by their corresponding dock nodes (more complete structures),
15243
// we can also very easily recreate the nodes from scratch given the settings data (this is what DockContextRebuild() does).
15244
// This is convenient as docking reconfiguration can be implemented by mostly poking at the simpler settings data.
15245
//-----------------------------------------------------------------------------
15246
// - DockContextInitialize()
15247
// - DockContextShutdown()
15248
// - DockContextClearNodes()
15249
// - DockContextRebuildNodes()
15250
// - DockContextNewFrameUpdateUndocking()
15251
// - DockContextNewFrameUpdateDocking()
15252
// - DockContextEndFrame()
15253
// - DockContextFindNodeByID()
15254
// - DockContextBindNodeToWindow()
15255
// - DockContextGenNodeID()
15256
// - DockContextAddNode()
15257
// - DockContextRemoveNode()
15258
// - ImGuiDockContextPruneNodeData
15259
// - DockContextPruneUnusedSettingsNodes()
15260
// - DockContextBuildNodesFromSettings()
15261
// - DockContextBuildAddWindowsToNodes()
15262
//-----------------------------------------------------------------------------
15263
15264
void ImGui::DockContextInitialize(ImGuiContext* ctx)
15265
0
{
15266
0
    ImGuiContext& g = *ctx;
15267
15268
    // Add .ini handle for persistent docking data
15269
0
    ImGuiSettingsHandler ini_handler;
15270
0
    ini_handler.TypeName = "Docking";
15271
0
    ini_handler.TypeHash = ImHashStr("Docking");
15272
0
    ini_handler.ClearAllFn = DockSettingsHandler_ClearAll;
15273
0
    ini_handler.ReadInitFn = DockSettingsHandler_ClearAll; // Also clear on read
15274
0
    ini_handler.ReadOpenFn = DockSettingsHandler_ReadOpen;
15275
0
    ini_handler.ReadLineFn = DockSettingsHandler_ReadLine;
15276
0
    ini_handler.ApplyAllFn = DockSettingsHandler_ApplyAll;
15277
0
    ini_handler.WriteAllFn = DockSettingsHandler_WriteAll;
15278
0
    g.SettingsHandlers.push_back(ini_handler);
15279
15280
0
    g.DockNodeWindowMenuHandler = &DockNodeWindowMenuHandler_Default;
15281
0
}
15282
15283
void ImGui::DockContextShutdown(ImGuiContext* ctx)
15284
0
{
15285
0
    ImGuiDockContext* dc  = &ctx->DockContext;
15286
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
15287
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15288
0
            IM_DELETE(node);
15289
0
}
15290
15291
void ImGui::DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs)
15292
0
{
15293
0
    IM_UNUSED(ctx);
15294
0
    IM_ASSERT(ctx == GImGui);
15295
0
    DockBuilderRemoveNodeDockedWindows(root_id, clear_settings_refs);
15296
0
    DockBuilderRemoveNodeChildNodes(root_id);
15297
0
}
15298
15299
// [DEBUG] This function also acts as a defacto test to make sure we can rebuild from scratch without a glitch
15300
// (Different from DockSettingsHandler_ClearAll() + DockSettingsHandler_ApplyAll() because this reuses current settings!)
15301
void ImGui::DockContextRebuildNodes(ImGuiContext* ctx)
15302
0
{
15303
0
    ImGuiContext& g = *ctx;
15304
0
    ImGuiDockContext* dc = &ctx->DockContext;
15305
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRebuildNodes\n");
15306
0
    SaveIniSettingsToMemory();
15307
0
    ImGuiID root_id = 0; // Rebuild all
15308
0
    DockContextClearNodes(ctx, root_id, false);
15309
0
    DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size);
15310
0
    DockContextBuildAddWindowsToNodes(ctx, root_id);
15311
0
}
15312
15313
// Docking context update function, called by NewFrame()
15314
void ImGui::DockContextNewFrameUpdateUndocking(ImGuiContext* ctx)
15315
0
{
15316
0
    ImGuiContext& g = *ctx;
15317
0
    ImGuiDockContext* dc = &ctx->DockContext;
15318
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
15319
0
    {
15320
0
        if (dc->Nodes.Data.Size > 0 || dc->Requests.Size > 0)
15321
0
            DockContextClearNodes(ctx, 0, true);
15322
0
        return;
15323
0
    }
15324
15325
    // Setting NoSplit at runtime merges all nodes
15326
0
    if (g.IO.ConfigDockingNoSplit)
15327
0
        for (int n = 0; n < dc->Nodes.Data.Size; n++)
15328
0
            if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15329
0
                if (node->IsRootNode() && node->IsSplitNode())
15330
0
                {
15331
0
                    DockBuilderRemoveNodeChildNodes(node->ID);
15332
                    //dc->WantFullRebuild = true;
15333
0
                }
15334
15335
    // Process full rebuild
15336
#if 0
15337
    if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_C)))
15338
        dc->WantFullRebuild = true;
15339
#endif
15340
0
    if (dc->WantFullRebuild)
15341
0
    {
15342
0
        DockContextRebuildNodes(ctx);
15343
0
        dc->WantFullRebuild = false;
15344
0
    }
15345
15346
    // Process Undocking requests (we need to process them _before_ the UpdateMouseMovingWindowNewFrame call in NewFrame)
15347
0
    for (ImGuiDockRequest& req : dc->Requests)
15348
0
    {
15349
0
        if (req.Type == ImGuiDockRequestType_Undock && req.UndockTargetWindow)
15350
0
            DockContextProcessUndockWindow(ctx, req.UndockTargetWindow);
15351
0
        else if (req.Type == ImGuiDockRequestType_Undock && req.UndockTargetNode)
15352
0
            DockContextProcessUndockNode(ctx, req.UndockTargetNode);
15353
0
    }
15354
0
}
15355
15356
// Docking context update function, called by NewFrame()
15357
void ImGui::DockContextNewFrameUpdateDocking(ImGuiContext* ctx)
15358
0
{
15359
0
    ImGuiContext& g = *ctx;
15360
0
    ImGuiDockContext* dc  = &ctx->DockContext;
15361
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
15362
0
        return;
15363
15364
    // [DEBUG] Store hovered dock node.
15365
    // We could in theory use DockNodeTreeFindVisibleNodeByPos() on the root host dock node, but using ->DockNode is a good shortcut.
15366
    // Note this is mostly a debug thing and isn't actually used for docking target, because docking involve more detailed filtering.
15367
0
    g.DebugHoveredDockNode = NULL;
15368
0
    if (ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow)
15369
0
    {
15370
0
        if (hovered_window->DockNodeAsHost)
15371
0
            g.DebugHoveredDockNode = DockNodeTreeFindVisibleNodeByPos(hovered_window->DockNodeAsHost, g.IO.MousePos);
15372
0
        else if (hovered_window->RootWindow->DockNode)
15373
0
            g.DebugHoveredDockNode = hovered_window->RootWindow->DockNode;
15374
0
    }
15375
15376
    // Process Docking requests
15377
0
    for (ImGuiDockRequest& req : dc->Requests)
15378
0
        if (req.Type == ImGuiDockRequestType_Dock)
15379
0
            DockContextProcessDock(ctx, &req);
15380
0
    dc->Requests.resize(0);
15381
15382
    // Create windows for each automatic docking nodes
15383
    // We can have NULL pointers when we delete nodes, but because ID are recycled this should amortize nicely (and our node count will never be very high)
15384
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
15385
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15386
0
            if (node->IsFloatingNode())
15387
0
                DockNodeUpdate(node);
15388
0
}
15389
15390
void ImGui::DockContextEndFrame(ImGuiContext* ctx)
15391
0
{
15392
    // Draw backgrounds of node missing their window
15393
0
    ImGuiContext& g = *ctx;
15394
0
    ImGuiDockContext* dc = &g.DockContext;
15395
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
15396
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15397
0
            if (node->LastFrameActive == g.FrameCount && node->IsVisible && node->HostWindow && node->IsLeafNode() && !node->IsBgDrawnThisFrame)
15398
0
            {
15399
0
                ImRect bg_rect(node->Pos + ImVec2(0.0f, GetFrameHeight()), node->Pos + node->Size);
15400
0
                ImDrawFlags bg_rounding_flags = CalcRoundingFlagsForRectInRect(bg_rect, node->HostWindow->Rect(), g.Style.DockingSeparatorSize);
15401
0
                node->HostWindow->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
15402
0
                node->HostWindow->DrawList->AddRectFilled(bg_rect.Min, bg_rect.Max, node->LastBgColor, node->HostWindow->WindowRounding, bg_rounding_flags);
15403
0
            }
15404
0
}
15405
15406
ImGuiDockNode* ImGui::DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id)
15407
0
{
15408
0
    return (ImGuiDockNode*)ctx->DockContext.Nodes.GetVoidPtr(id);
15409
0
}
15410
15411
ImGuiID ImGui::DockContextGenNodeID(ImGuiContext* ctx)
15412
0
{
15413
    // Generate an ID for new node (the exact ID value doesn't matter as long as it is not already used)
15414
    // FIXME-OPT FIXME-DOCK: This is suboptimal, even if the node count is small enough not to be a worry.0
15415
    // We should poke in ctx->Nodes to find a suitable ID faster. Even more so trivial that ctx->Nodes lookup is already sorted.
15416
0
    ImGuiID id = 0x0001;
15417
0
    while (DockContextFindNodeByID(ctx, id) != NULL)
15418
0
        id++;
15419
0
    return id;
15420
0
}
15421
15422
static ImGuiDockNode* ImGui::DockContextAddNode(ImGuiContext* ctx, ImGuiID id)
15423
0
{
15424
    // Generate an ID for the new node (the exact ID value doesn't matter as long as it is not already used) and add the first window.
15425
0
    ImGuiContext& g = *ctx;
15426
0
    if (id == 0)
15427
0
        id = DockContextGenNodeID(ctx);
15428
0
    else
15429
0
        IM_ASSERT(DockContextFindNodeByID(ctx, id) == NULL);
15430
15431
    // We don't set node->LastFrameAlive on construction. Nodes are always created at all time to reflect .ini settings!
15432
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextAddNode 0x%08X\n", id);
15433
0
    ImGuiDockNode* node = IM_NEW(ImGuiDockNode)(id);
15434
0
    ctx->DockContext.Nodes.SetVoidPtr(node->ID, node);
15435
0
    return node;
15436
0
}
15437
15438
static void ImGui::DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node)
15439
0
{
15440
0
    ImGuiContext& g = *ctx;
15441
0
    ImGuiDockContext* dc  = &ctx->DockContext;
15442
15443
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRemoveNode 0x%08X\n", node->ID);
15444
0
    IM_ASSERT(DockContextFindNodeByID(ctx, node->ID) == node);
15445
0
    IM_ASSERT(node->ChildNodes[0] == NULL && node->ChildNodes[1] == NULL);
15446
0
    IM_ASSERT(node->Windows.Size == 0);
15447
15448
0
    if (node->HostWindow)
15449
0
        node->HostWindow->DockNodeAsHost = NULL;
15450
15451
0
    ImGuiDockNode* parent_node = node->ParentNode;
15452
0
    const bool merge = (merge_sibling_into_parent_node && parent_node != NULL);
15453
0
    if (merge)
15454
0
    {
15455
0
        IM_ASSERT(parent_node->ChildNodes[0] == node || parent_node->ChildNodes[1] == node);
15456
0
        ImGuiDockNode* sibling_node = (parent_node->ChildNodes[0] == node ? parent_node->ChildNodes[1] : parent_node->ChildNodes[0]);
15457
0
        DockNodeTreeMerge(&g, parent_node, sibling_node);
15458
0
    }
15459
0
    else
15460
0
    {
15461
0
        for (int n = 0; parent_node && n < IM_ARRAYSIZE(parent_node->ChildNodes); n++)
15462
0
            if (parent_node->ChildNodes[n] == node)
15463
0
                node->ParentNode->ChildNodes[n] = NULL;
15464
0
        dc->Nodes.SetVoidPtr(node->ID, NULL);
15465
0
        IM_DELETE(node);
15466
0
    }
15467
0
}
15468
15469
static int IMGUI_CDECL DockNodeComparerDepthMostFirst(const void* lhs, const void* rhs)
15470
0
{
15471
0
    const ImGuiDockNode* a = *(const ImGuiDockNode* const*)lhs;
15472
0
    const ImGuiDockNode* b = *(const ImGuiDockNode* const*)rhs;
15473
0
    return ImGui::DockNodeGetDepth(b) - ImGui::DockNodeGetDepth(a);
15474
0
}
15475
15476
// Pre C++0x doesn't allow us to use a function-local type (without linkage) as template parameter, so we moved this here.
15477
struct ImGuiDockContextPruneNodeData
15478
{
15479
    int         CountWindows, CountChildWindows, CountChildNodes;
15480
    ImGuiID     RootId;
15481
0
    ImGuiDockContextPruneNodeData() { CountWindows = CountChildWindows = CountChildNodes = 0; RootId = 0; }
15482
};
15483
15484
// Garbage collect unused nodes (run once at init time)
15485
static void ImGui::DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx)
15486
0
{
15487
0
    ImGuiContext& g = *ctx;
15488
0
    ImGuiDockContext* dc  = &ctx->DockContext;
15489
0
    IM_ASSERT(g.Windows.Size == 0);
15490
15491
0
    ImPool<ImGuiDockContextPruneNodeData> pool;
15492
0
    pool.Reserve(dc->NodesSettings.Size);
15493
15494
    // Count child nodes and compute RootID
15495
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
15496
0
    {
15497
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
15498
0
        ImGuiDockContextPruneNodeData* parent_data = settings->ParentNodeId ? pool.GetByKey(settings->ParentNodeId) : 0;
15499
0
        pool.GetOrAddByKey(settings->ID)->RootId = parent_data ? parent_data->RootId : settings->ID;
15500
0
        if (settings->ParentNodeId)
15501
0
            pool.GetOrAddByKey(settings->ParentNodeId)->CountChildNodes++;
15502
0
    }
15503
15504
    // Count reference to dock ids from dockspaces
15505
    // We track the 'auto-DockNode <- manual-Window <- manual-DockSpace' in order to avoid 'auto-DockNode' being ditched by DockContextPruneUnusedSettingsNodes()
15506
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
15507
0
    {
15508
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
15509
0
        if (settings->ParentWindowId != 0)
15510
0
            if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->ParentWindowId))
15511
0
                if (window_settings->DockId)
15512
0
                    if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(window_settings->DockId))
15513
0
                        data->CountChildNodes++;
15514
0
    }
15515
15516
    // Count reference to dock ids from window settings
15517
    // We guard against the possibility of an invalid .ini file (RootID may point to a missing node)
15518
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
15519
0
        if (ImGuiID dock_id = settings->DockId)
15520
0
            if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(dock_id))
15521
0
            {
15522
0
                data->CountWindows++;
15523
0
                if (ImGuiDockContextPruneNodeData* data_root = (data->RootId == dock_id) ? data : pool.GetByKey(data->RootId))
15524
0
                    data_root->CountChildWindows++;
15525
0
            }
15526
15527
    // Prune
15528
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
15529
0
    {
15530
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
15531
0
        ImGuiDockContextPruneNodeData* data = pool.GetByKey(settings->ID);
15532
0
        if (data->CountWindows > 1)
15533
0
            continue;
15534
0
        ImGuiDockContextPruneNodeData* data_root = (data->RootId == settings->ID) ? data : pool.GetByKey(data->RootId);
15535
15536
0
        bool remove = false;
15537
0
        remove |= (data->CountWindows == 1 && settings->ParentNodeId == 0 && data->CountChildNodes == 0 && !(settings->Flags & ImGuiDockNodeFlags_CentralNode));  // Floating root node with only 1 window
15538
0
        remove |= (data->CountWindows == 0 && settings->ParentNodeId == 0 && data->CountChildNodes == 0); // Leaf nodes with 0 window
15539
0
        remove |= (data_root->CountChildWindows == 0);
15540
0
        if (remove)
15541
0
        {
15542
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextPruneUnusedSettingsNodes: Prune 0x%08X\n", settings->ID);
15543
0
            DockSettingsRemoveNodeReferences(&settings->ID, 1);
15544
0
            settings->ID = 0;
15545
0
        }
15546
0
    }
15547
0
}
15548
15549
static void ImGui::DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count)
15550
0
{
15551
    // Build nodes
15552
0
    for (int node_n = 0; node_n < node_settings_count; node_n++)
15553
0
    {
15554
0
        ImGuiDockNodeSettings* settings = &node_settings_array[node_n];
15555
0
        if (settings->ID == 0)
15556
0
            continue;
15557
0
        ImGuiDockNode* node = DockContextAddNode(ctx, settings->ID);
15558
0
        node->ParentNode = settings->ParentNodeId ? DockContextFindNodeByID(ctx, settings->ParentNodeId) : NULL;
15559
0
        node->Pos = ImVec2(settings->Pos.x, settings->Pos.y);
15560
0
        node->Size = ImVec2(settings->Size.x, settings->Size.y);
15561
0
        node->SizeRef = ImVec2(settings->SizeRef.x, settings->SizeRef.y);
15562
0
        node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_DockNode;
15563
0
        if (node->ParentNode && node->ParentNode->ChildNodes[0] == NULL)
15564
0
            node->ParentNode->ChildNodes[0] = node;
15565
0
        else if (node->ParentNode && node->ParentNode->ChildNodes[1] == NULL)
15566
0
            node->ParentNode->ChildNodes[1] = node;
15567
0
        node->SelectedTabId = settings->SelectedTabId;
15568
0
        node->SplitAxis = (ImGuiAxis)settings->SplitAxis;
15569
0
        node->SetLocalFlags(settings->Flags & ImGuiDockNodeFlags_SavedFlagsMask_);
15570
15571
        // Bind host window immediately if it already exist (in case of a rebuild)
15572
        // This is useful as the RootWindowForTitleBarHighlight links necessary to highlight the currently focused node requires node->HostWindow to be set.
15573
0
        char host_window_title[20];
15574
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
15575
0
        node->HostWindow = FindWindowByName(DockNodeGetHostWindowTitle(root_node, host_window_title, IM_ARRAYSIZE(host_window_title)));
15576
0
    }
15577
0
}
15578
15579
void ImGui::DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id)
15580
0
{
15581
    // Rebind all windows to nodes (they can also lazily rebind but we'll have a visible glitch during the first frame)
15582
0
    ImGuiContext& g = *ctx;
15583
0
    for (ImGuiWindow* window : g.Windows)
15584
0
    {
15585
0
        if (window->DockId == 0 || window->LastFrameActive < g.FrameCount - 1)
15586
0
            continue;
15587
0
        if (window->DockNode != NULL)
15588
0
            continue;
15589
15590
0
        ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId);
15591
0
        IM_ASSERT(node != NULL);   // This should have been called after DockContextBuildNodesFromSettings()
15592
0
        if (root_id == 0 || DockNodeGetRootNode(node)->ID == root_id)
15593
0
            DockNodeAddWindow(node, window, true);
15594
0
    }
15595
0
}
15596
15597
//-----------------------------------------------------------------------------
15598
// Docking: ImGuiDockContext Docking/Undocking functions
15599
//-----------------------------------------------------------------------------
15600
// - DockContextQueueDock()
15601
// - DockContextQueueUndockWindow()
15602
// - DockContextQueueUndockNode()
15603
// - DockContextQueueNotifyRemovedNode()
15604
// - DockContextProcessDock()
15605
// - DockContextProcessUndockWindow()
15606
// - DockContextProcessUndockNode()
15607
// - DockContextCalcDropPosForDocking()
15608
//-----------------------------------------------------------------------------
15609
15610
void ImGui::DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer)
15611
0
{
15612
0
    IM_ASSERT(target != payload);
15613
0
    ImGuiDockRequest req;
15614
0
    req.Type = ImGuiDockRequestType_Dock;
15615
0
    req.DockTargetWindow = target;
15616
0
    req.DockTargetNode = target_node;
15617
0
    req.DockPayload = payload;
15618
0
    req.DockSplitDir = split_dir;
15619
0
    req.DockSplitRatio = split_ratio;
15620
0
    req.DockSplitOuter = split_outer;
15621
0
    ctx->DockContext.Requests.push_back(req);
15622
0
}
15623
15624
void ImGui::DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window)
15625
0
{
15626
0
    ImGuiDockRequest req;
15627
0
    req.Type = ImGuiDockRequestType_Undock;
15628
0
    req.UndockTargetWindow = window;
15629
0
    ctx->DockContext.Requests.push_back(req);
15630
0
}
15631
15632
void ImGui::DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
15633
0
{
15634
0
    ImGuiDockRequest req;
15635
0
    req.Type = ImGuiDockRequestType_Undock;
15636
0
    req.UndockTargetNode = node;
15637
0
    ctx->DockContext.Requests.push_back(req);
15638
0
}
15639
15640
void ImGui::DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node)
15641
0
{
15642
0
    ImGuiDockContext* dc  = &ctx->DockContext;
15643
0
    for (ImGuiDockRequest& req : dc->Requests)
15644
0
        if (req.DockTargetNode == node)
15645
0
            req.Type = ImGuiDockRequestType_None;
15646
0
}
15647
15648
void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req)
15649
0
{
15650
0
    IM_ASSERT((req->Type == ImGuiDockRequestType_Dock && req->DockPayload != NULL) || (req->Type == ImGuiDockRequestType_Split && req->DockPayload == NULL));
15651
0
    IM_ASSERT(req->DockTargetWindow != NULL || req->DockTargetNode != NULL);
15652
15653
0
    ImGuiContext& g = *ctx;
15654
0
    IM_UNUSED(g);
15655
15656
0
    ImGuiWindow* payload_window = req->DockPayload;     // Optional
15657
0
    ImGuiWindow* target_window = req->DockTargetWindow;
15658
0
    ImGuiDockNode* node = req->DockTargetNode;
15659
0
    if (payload_window)
15660
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X target '%s' dock window '%s', split_dir %d\n", node ? node->ID : 0, target_window ? target_window->Name : "NULL", payload_window->Name, req->DockSplitDir);
15661
0
    else
15662
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X, split_dir %d\n", node ? node->ID : 0, req->DockSplitDir);
15663
15664
    // Decide which Tab will be selected at the end of the operation
15665
0
    ImGuiID next_selected_id = 0;
15666
0
    ImGuiDockNode* payload_node = NULL;
15667
0
    if (payload_window)
15668
0
    {
15669
0
        payload_node = payload_window->DockNodeAsHost;
15670
0
        payload_window->DockNodeAsHost = NULL; // Important to clear this as the node will have its life as a child which might be merged/deleted later.
15671
0
        if (payload_node && payload_node->IsLeafNode())
15672
0
            next_selected_id = payload_node->TabBar->NextSelectedTabId ? payload_node->TabBar->NextSelectedTabId : payload_node->TabBar->SelectedTabId;
15673
0
        if (payload_node == NULL)
15674
0
            next_selected_id = payload_window->TabId;
15675
0
    }
15676
15677
    // FIXME-DOCK: When we are trying to dock an existing single-window node into a loose window, transfer Node ID as well
15678
    // When processing an interactive split, usually LastFrameAlive will be < g.FrameCount. But DockBuilder operations can make it ==.
15679
0
    if (node)
15680
0
        IM_ASSERT(node->LastFrameAlive <= g.FrameCount);
15681
0
    if (node && target_window && node == target_window->DockNodeAsHost)
15682
0
        IM_ASSERT(node->Windows.Size > 0 || node->IsSplitNode() || node->IsCentralNode());
15683
15684
    // Create new node and add existing window to it
15685
0
    if (node == NULL)
15686
0
    {
15687
0
        node = DockContextAddNode(ctx, 0);
15688
0
        node->Pos = target_window->Pos;
15689
0
        node->Size = target_window->Size;
15690
0
        if (target_window->DockNodeAsHost == NULL)
15691
0
        {
15692
0
            DockNodeAddWindow(node, target_window, true);
15693
0
            node->TabBar->Tabs[0].Flags &= ~ImGuiTabItemFlags_Unsorted;
15694
0
            target_window->DockIsActive = true;
15695
0
        }
15696
0
    }
15697
15698
0
    ImGuiDir split_dir = req->DockSplitDir;
15699
0
    if (split_dir != ImGuiDir_None)
15700
0
    {
15701
        // Split into two, one side will be our payload node unless we are dropping a loose window
15702
0
        const ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
15703
0
        const int split_inheritor_child_idx = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0; // Current contents will be moved to the opposite side
15704
0
        const float split_ratio = req->DockSplitRatio;
15705
0
        DockNodeTreeSplit(ctx, node, split_axis, split_inheritor_child_idx, split_ratio, payload_node);  // payload_node may be NULL here!
15706
0
        ImGuiDockNode* new_node = node->ChildNodes[split_inheritor_child_idx ^ 1];
15707
0
        new_node->HostWindow = node->HostWindow;
15708
0
        node = new_node;
15709
0
    }
15710
0
    node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar);
15711
15712
0
    if (node != payload_node)
15713
0
    {
15714
        // Create tab bar before we call DockNodeMoveWindows (which would attempt to move the old tab-bar, which would lead us to payload tabs wrongly appearing before target tabs!)
15715
0
        if (node->Windows.Size > 0 && node->TabBar == NULL)
15716
0
        {
15717
0
            DockNodeAddTabBar(node);
15718
0
            for (int n = 0; n < node->Windows.Size; n++)
15719
0
                TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]);
15720
0
        }
15721
15722
0
        if (payload_node != NULL)
15723
0
        {
15724
            // Transfer full payload node (with 1+ child windows or child nodes)
15725
0
            if (payload_node->IsSplitNode())
15726
0
            {
15727
0
                if (node->Windows.Size > 0)
15728
0
                {
15729
                    // We can dock a split payload into a node that already has windows _only_ if our payload is a node tree with a single visible node.
15730
                    // In this situation, we move the windows of the target node into the currently visible node of the payload.
15731
                    // This allows us to preserve some of the underlying dock tree settings nicely.
15732
0
                    IM_ASSERT(payload_node->OnlyNodeWithWindows != NULL); // The docking should have been blocked by DockNodePreviewDockSetup() early on and never submitted.
15733
0
                    ImGuiDockNode* visible_node = payload_node->OnlyNodeWithWindows;
15734
0
                    if (visible_node->TabBar)
15735
0
                        IM_ASSERT(visible_node->TabBar->Tabs.Size > 0);
15736
0
                    DockNodeMoveWindows(node, visible_node);
15737
0
                    DockNodeMoveWindows(visible_node, node);
15738
0
                    DockSettingsRenameNodeReferences(node->ID, visible_node->ID);
15739
0
                }
15740
0
                if (node->IsCentralNode())
15741
0
                {
15742
                    // Central node property needs to be moved to a leaf node, pick the last focused one.
15743
                    // FIXME-DOCK: If we had to transfer other flags here, what would the policy be?
15744
0
                    ImGuiDockNode* last_focused_node = DockContextFindNodeByID(ctx, payload_node->LastFocusedNodeId);
15745
0
                    IM_ASSERT(last_focused_node != NULL);
15746
0
                    ImGuiDockNode* last_focused_root_node = DockNodeGetRootNode(last_focused_node);
15747
0
                    IM_ASSERT(last_focused_root_node == DockNodeGetRootNode(payload_node));
15748
0
                    last_focused_node->SetLocalFlags(last_focused_node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
15749
0
                    node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_CentralNode);
15750
0
                    last_focused_root_node->CentralNode = last_focused_node;
15751
0
                }
15752
15753
0
                IM_ASSERT(node->Windows.Size == 0);
15754
0
                DockNodeMoveChildNodes(node, payload_node);
15755
0
            }
15756
0
            else
15757
0
            {
15758
0
                const ImGuiID payload_dock_id = payload_node->ID;
15759
0
                DockNodeMoveWindows(node, payload_node);
15760
0
                DockSettingsRenameNodeReferences(payload_dock_id, node->ID);
15761
0
            }
15762
0
            DockContextRemoveNode(ctx, payload_node, true);
15763
0
        }
15764
0
        else if (payload_window)
15765
0
        {
15766
            // Transfer single window
15767
0
            const ImGuiID payload_dock_id = payload_window->DockId;
15768
0
            node->VisibleWindow = payload_window;
15769
0
            DockNodeAddWindow(node, payload_window, true);
15770
0
            if (payload_dock_id != 0)
15771
0
                DockSettingsRenameNodeReferences(payload_dock_id, node->ID);
15772
0
        }
15773
0
    }
15774
0
    else
15775
0
    {
15776
        // When docking a floating single window node we want to reevaluate auto-hiding of the tab bar
15777
0
        node->WantHiddenTabBarUpdate = true;
15778
0
    }
15779
15780
    // Update selection immediately
15781
0
    if (ImGuiTabBar* tab_bar = node->TabBar)
15782
0
        tab_bar->NextSelectedTabId = next_selected_id;
15783
0
    MarkIniSettingsDirty();
15784
0
}
15785
15786
// Problem:
15787
//   Undocking a large (~full screen) window would leave it so large that the bottom right sizing corner would more
15788
//   than likely be off the screen and the window would be hard to resize to fit on screen. This can be particularly problematic
15789
//   with 'ConfigWindowsMoveFromTitleBarOnly=true' and/or with 'ConfigWindowsResizeFromEdges=false' as well (the later can be
15790
//   due to missing ImGuiBackendFlags_HasMouseCursors backend flag).
15791
// Solution:
15792
//   When undocking a window we currently force its maximum size to 90% of the host viewport or monitor.
15793
// Reevaluate this when we implement preserving docked/undocked size ("docking_wip/undocked_size" branch).
15794
static ImVec2 FixLargeWindowsWhenUndocking(const ImVec2& size, ImGuiViewport* ref_viewport)
15795
0
{
15796
0
    if (ref_viewport == NULL)
15797
0
        return size;
15798
15799
0
    ImGuiContext& g = *GImGui;
15800
0
    ImVec2 max_size = ImTrunc(ref_viewport->WorkSize * 0.90f);
15801
0
    if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
15802
0
    {
15803
0
        const ImGuiPlatformMonitor* monitor = ImGui::GetViewportPlatformMonitor(ref_viewport);
15804
0
        max_size = ImTrunc(monitor->WorkSize * 0.90f);
15805
0
    }
15806
0
    return ImMin(size, max_size);
15807
0
}
15808
15809
void ImGui::DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref)
15810
0
{
15811
0
    ImGuiContext& g = *ctx;
15812
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockWindow window '%s', clear_persistent_docking_ref = %d\n", window->Name, clear_persistent_docking_ref);
15813
0
    if (window->DockNode)
15814
0
        DockNodeRemoveWindow(window->DockNode, window, clear_persistent_docking_ref ? 0 : window->DockId);
15815
0
    else
15816
0
        window->DockId = 0;
15817
0
    window->Collapsed = false;
15818
0
    window->DockIsActive = false;
15819
0
    window->DockNodeIsVisible = window->DockTabIsVisible = false;
15820
0
    window->Size = window->SizeFull = FixLargeWindowsWhenUndocking(window->SizeFull, window->Viewport);
15821
15822
0
    MarkIniSettingsDirty();
15823
0
}
15824
15825
void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
15826
0
{
15827
0
    ImGuiContext& g = *ctx;
15828
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockNode node %08X\n", node->ID);
15829
0
    IM_ASSERT(node->IsLeafNode());
15830
0
    IM_ASSERT(node->Windows.Size >= 1);
15831
15832
0
    if (node->IsRootNode() || node->IsCentralNode())
15833
0
    {
15834
        // In the case of a root node or central node, the node will have to stay in place. Create a new node to receive the payload.
15835
0
        ImGuiDockNode* new_node = DockContextAddNode(ctx, 0);
15836
0
        new_node->Pos = node->Pos;
15837
0
        new_node->Size = node->Size;
15838
0
        new_node->SizeRef = node->SizeRef;
15839
0
        DockNodeMoveWindows(new_node, node);
15840
0
        DockSettingsRenameNodeReferences(node->ID, new_node->ID);
15841
0
        node = new_node;
15842
0
    }
15843
0
    else
15844
0
    {
15845
        // Otherwise extract our node and merge our sibling back into the parent node.
15846
0
        IM_ASSERT(node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node);
15847
0
        int index_in_parent = (node->ParentNode->ChildNodes[0] == node) ? 0 : 1;
15848
0
        node->ParentNode->ChildNodes[index_in_parent] = NULL;
15849
0
        DockNodeTreeMerge(ctx, node->ParentNode, node->ParentNode->ChildNodes[index_in_parent ^ 1]);
15850
0
        node->ParentNode->AuthorityForViewport = ImGuiDataAuthority_Window; // The node that stays in place keeps the viewport, so our newly dragged out node will create a new viewport
15851
0
        node->ParentNode = NULL;
15852
0
    }
15853
0
    for (ImGuiWindow* window : node->Windows)
15854
0
    {
15855
0
        window->Flags &= ~ImGuiWindowFlags_ChildWindow;
15856
0
        if (window->ParentWindow)
15857
0
            window->ParentWindow->DC.ChildWindows.find_erase(window);
15858
0
        UpdateWindowParentAndRootLinks(window, window->Flags, NULL);
15859
0
    }
15860
0
    node->AuthorityForPos = node->AuthorityForSize = ImGuiDataAuthority_DockNode;
15861
0
    node->Size = FixLargeWindowsWhenUndocking(node->Size, node->Windows[0]->Viewport);
15862
0
    node->WantMouseMove = true;
15863
0
    MarkIniSettingsDirty();
15864
0
}
15865
15866
// This is mostly used for automation.
15867
bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos)
15868
0
{
15869
0
    if (target != NULL && target_node == NULL)
15870
0
        target_node = target->DockNode;
15871
15872
    // In DockNodePreviewDockSetup() for a root central node instead of showing both "inner" and "outer" drop rects
15873
    // (which would be functionally identical) we only show the outer one. Reflect this here.
15874
0
    if (target_node && target_node->ParentNode == NULL && target_node->IsCentralNode() && split_dir != ImGuiDir_None)
15875
0
        split_outer = true;
15876
0
    ImGuiDockPreviewData split_data;
15877
0
    DockNodePreviewDockSetup(target, target_node, payload_window, payload_node, &split_data, false, split_outer);
15878
0
    if (split_data.DropRectsDraw[split_dir+1].IsInverted())
15879
0
        return false;
15880
0
    *out_pos = split_data.DropRectsDraw[split_dir+1].GetCenter();
15881
0
    return true;
15882
0
}
15883
15884
//-----------------------------------------------------------------------------
15885
// Docking: ImGuiDockNode
15886
//-----------------------------------------------------------------------------
15887
// - DockNodeGetTabOrder()
15888
// - DockNodeAddWindow()
15889
// - DockNodeRemoveWindow()
15890
// - DockNodeMoveChildNodes()
15891
// - DockNodeMoveWindows()
15892
// - DockNodeApplyPosSizeToWindows()
15893
// - DockNodeHideHostWindow()
15894
// - ImGuiDockNodeFindInfoResults
15895
// - DockNodeFindInfo()
15896
// - DockNodeFindWindowByID()
15897
// - DockNodeUpdateFlagsAndCollapse()
15898
// - DockNodeUpdateHasCentralNodeFlag()
15899
// - DockNodeUpdateVisibleFlag()
15900
// - DockNodeStartMouseMovingWindow()
15901
// - DockNodeUpdate()
15902
// - DockNodeUpdateWindowMenu()
15903
// - DockNodeBeginAmendTabBar()
15904
// - DockNodeEndAmendTabBar()
15905
// - DockNodeUpdateTabBar()
15906
// - DockNodeAddTabBar()
15907
// - DockNodeRemoveTabBar()
15908
// - DockNodeIsDropAllowedOne()
15909
// - DockNodeIsDropAllowed()
15910
// - DockNodeCalcTabBarLayout()
15911
// - DockNodeCalcSplitRects()
15912
// - DockNodeCalcDropRectsAndTestMousePos()
15913
// - DockNodePreviewDockSetup()
15914
// - DockNodePreviewDockRender()
15915
//-----------------------------------------------------------------------------
15916
15917
ImGuiDockNode::ImGuiDockNode(ImGuiID id)
15918
0
{
15919
0
    ID = id;
15920
0
    SharedFlags = LocalFlags = LocalFlagsInWindows = MergedFlags = ImGuiDockNodeFlags_None;
15921
0
    ParentNode = ChildNodes[0] = ChildNodes[1] = NULL;
15922
0
    TabBar = NULL;
15923
0
    SplitAxis = ImGuiAxis_None;
15924
15925
0
    State = ImGuiDockNodeState_Unknown;
15926
0
    LastBgColor = IM_COL32_WHITE;
15927
0
    HostWindow = VisibleWindow = NULL;
15928
0
    CentralNode = OnlyNodeWithWindows = NULL;
15929
0
    CountNodeWithWindows = 0;
15930
0
    LastFrameAlive = LastFrameActive = LastFrameFocused = -1;
15931
0
    LastFocusedNodeId = 0;
15932
0
    SelectedTabId = 0;
15933
0
    WantCloseTabId = 0;
15934
0
    RefViewportId = 0;
15935
0
    AuthorityForPos = AuthorityForSize = ImGuiDataAuthority_DockNode;
15936
0
    AuthorityForViewport = ImGuiDataAuthority_Auto;
15937
0
    IsVisible = true;
15938
0
    IsFocused = HasCloseButton = HasWindowMenuButton = HasCentralNodeChild = false;
15939
0
    IsBgDrawnThisFrame = false;
15940
0
    WantCloseAll = WantLockSizeOnce = WantMouseMove = WantHiddenTabBarUpdate = WantHiddenTabBarToggle = false;
15941
0
}
15942
15943
ImGuiDockNode::~ImGuiDockNode()
15944
0
{
15945
0
    IM_DELETE(TabBar);
15946
0
    TabBar = NULL;
15947
0
    ChildNodes[0] = ChildNodes[1] = NULL;
15948
0
}
15949
15950
int ImGui::DockNodeGetTabOrder(ImGuiWindow* window)
15951
0
{
15952
0
    ImGuiTabBar* tab_bar = window->DockNode->TabBar;
15953
0
    if (tab_bar == NULL)
15954
0
        return -1;
15955
0
    ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, window->TabId);
15956
0
    return tab ? TabBarGetTabOrder(tab_bar, tab) : -1;
15957
0
}
15958
15959
static void DockNodeHideWindowDuringHostWindowCreation(ImGuiWindow* window)
15960
0
{
15961
0
    window->Hidden = true;
15962
0
    window->HiddenFramesCanSkipItems = window->Active ? 1 : 2;
15963
0
}
15964
15965
static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar)
15966
0
{
15967
0
    ImGuiContext& g = *GImGui; (void)g;
15968
0
    if (window->DockNode)
15969
0
    {
15970
        // Can overwrite an existing window->DockNode (e.g. pointing to a disabled DockSpace node)
15971
0
        IM_ASSERT(window->DockNode->ID != node->ID);
15972
0
        DockNodeRemoveWindow(window->DockNode, window, 0);
15973
0
    }
15974
0
    IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL);
15975
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeAddWindow node 0x%08X window '%s'\n", node->ID, window->Name);
15976
15977
    // If more than 2 windows appeared on the same frame leading to the creation of a new hosting window,
15978
    // we'll hide windows until the host window is ready. Hide the 1st window after its been output (so it is not visible for one frame).
15979
    // We will call DockNodeHideWindowDuringHostWindowCreation() on ourselves in Begin()
15980
0
    if (node->HostWindow == NULL && node->Windows.Size == 1 && node->Windows[0]->WasActive == false)
15981
0
        DockNodeHideWindowDuringHostWindowCreation(node->Windows[0]);
15982
15983
0
    node->Windows.push_back(window);
15984
0
    node->WantHiddenTabBarUpdate = true;
15985
0
    window->DockNode = node;
15986
0
    window->DockId = node->ID;
15987
0
    window->DockIsActive = (node->Windows.Size > 1);
15988
0
    window->DockTabWantClose = false;
15989
15990
    // When reactivating a node with one or two loose window, the window pos/size/viewport are authoritative over the node storage.
15991
    // In particular it is important we init the viewport from the first window so we don't create two viewports and drop one.
15992
0
    if (node->HostWindow == NULL && node->IsFloatingNode())
15993
0
    {
15994
0
        if (node->AuthorityForPos == ImGuiDataAuthority_Auto)
15995
0
            node->AuthorityForPos = ImGuiDataAuthority_Window;
15996
0
        if (node->AuthorityForSize == ImGuiDataAuthority_Auto)
15997
0
            node->AuthorityForSize = ImGuiDataAuthority_Window;
15998
0
        if (node->AuthorityForViewport == ImGuiDataAuthority_Auto)
15999
0
            node->AuthorityForViewport = ImGuiDataAuthority_Window;
16000
0
    }
16001
16002
    // Add to tab bar if requested
16003
0
    if (add_to_tab_bar)
16004
0
    {
16005
0
        if (node->TabBar == NULL)
16006
0
        {
16007
0
            DockNodeAddTabBar(node);
16008
0
            node->TabBar->SelectedTabId = node->TabBar->NextSelectedTabId = node->SelectedTabId;
16009
16010
            // Add existing windows
16011
0
            for (int n = 0; n < node->Windows.Size - 1; n++)
16012
0
                TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]);
16013
0
        }
16014
0
        TabBarAddTab(node->TabBar, ImGuiTabItemFlags_Unsorted, window);
16015
0
    }
16016
16017
0
    DockNodeUpdateVisibleFlag(node);
16018
16019
    // Update this without waiting for the next time we Begin() in the window, so our host window will have the proper title bar color on its first frame.
16020
0
    if (node->HostWindow)
16021
0
        UpdateWindowParentAndRootLinks(window, window->Flags | ImGuiWindowFlags_ChildWindow, node->HostWindow);
16022
0
}
16023
16024
static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id)
16025
0
{
16026
0
    ImGuiContext& g = *GImGui;
16027
0
    IM_ASSERT(window->DockNode == node);
16028
    //IM_ASSERT(window->RootWindowDockTree == node->HostWindow);
16029
    //IM_ASSERT(window->LastFrameActive < g.FrameCount);    // We may call this from Begin()
16030
0
    IM_ASSERT(save_dock_id == 0 || save_dock_id == node->ID);
16031
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeRemoveWindow node 0x%08X window '%s'\n", node->ID, window->Name);
16032
16033
0
    window->DockNode = NULL;
16034
0
    window->DockIsActive = window->DockTabWantClose = false;
16035
0
    window->DockId = save_dock_id;
16036
0
    window->Flags &= ~ImGuiWindowFlags_ChildWindow;
16037
0
    if (window->ParentWindow)
16038
0
        window->ParentWindow->DC.ChildWindows.find_erase(window);
16039
0
    UpdateWindowParentAndRootLinks(window, window->Flags, NULL); // Update immediately
16040
16041
0
    if (node->HostWindow && node->HostWindow->ViewportOwned)
16042
0
    {
16043
        // When undocking from a user interaction this will always run in NewFrame() and have not much effect.
16044
        // But mid-frame, if we clear viewport we need to mark window as hidden as well.
16045
0
        window->Viewport = NULL;
16046
0
        window->ViewportId = 0;
16047
0
        window->ViewportOwned = false;
16048
0
        window->Hidden = true;
16049
0
    }
16050
16051
    // Remove window
16052
0
    bool erased = false;
16053
0
    for (int n = 0; n < node->Windows.Size; n++)
16054
0
        if (node->Windows[n] == window)
16055
0
        {
16056
0
            node->Windows.erase(node->Windows.Data + n);
16057
0
            erased = true;
16058
0
            break;
16059
0
        }
16060
0
    if (!erased)
16061
0
        IM_ASSERT(erased);
16062
0
    if (node->VisibleWindow == window)
16063
0
        node->VisibleWindow = NULL;
16064
16065
    // Remove tab and possibly tab bar
16066
0
    node->WantHiddenTabBarUpdate = true;
16067
0
    if (node->TabBar)
16068
0
    {
16069
0
        TabBarRemoveTab(node->TabBar, window->TabId);
16070
0
        const int tab_count_threshold_for_tab_bar = node->IsCentralNode() ? 1 : 2;
16071
0
        if (node->Windows.Size < tab_count_threshold_for_tab_bar)
16072
0
            DockNodeRemoveTabBar(node);
16073
0
    }
16074
16075
0
    if (node->Windows.Size == 0 && !node->IsCentralNode() && !node->IsDockSpace() && window->DockId != node->ID)
16076
0
    {
16077
        // Automatic dock node delete themselves if they are not holding at least one tab
16078
0
        DockContextRemoveNode(&g, node, true);
16079
0
        return;
16080
0
    }
16081
16082
0
    if (node->Windows.Size == 1 && !node->IsCentralNode() && node->HostWindow)
16083
0
    {
16084
0
        ImGuiWindow* remaining_window = node->Windows[0];
16085
        // Note: we used to transport viewport ownership here.
16086
0
        remaining_window->Collapsed = node->HostWindow->Collapsed;
16087
0
    }
16088
16089
    // Update visibility immediately is required so the DockNodeUpdateRemoveInactiveChilds() processing can reflect changes up the tree
16090
0
    DockNodeUpdateVisibleFlag(node);
16091
0
}
16092
16093
static void ImGui::DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node)
16094
0
{
16095
0
    IM_ASSERT(dst_node->Windows.Size == 0);
16096
0
    dst_node->ChildNodes[0] = src_node->ChildNodes[0];
16097
0
    dst_node->ChildNodes[1] = src_node->ChildNodes[1];
16098
0
    if (dst_node->ChildNodes[0])
16099
0
        dst_node->ChildNodes[0]->ParentNode = dst_node;
16100
0
    if (dst_node->ChildNodes[1])
16101
0
        dst_node->ChildNodes[1]->ParentNode = dst_node;
16102
0
    dst_node->SplitAxis = src_node->SplitAxis;
16103
0
    dst_node->SizeRef = src_node->SizeRef;
16104
0
    src_node->ChildNodes[0] = src_node->ChildNodes[1] = NULL;
16105
0
}
16106
16107
static void ImGui::DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node)
16108
0
{
16109
    // Insert tabs in the same orders as currently ordered (node->Windows isn't ordered)
16110
0
    IM_ASSERT(src_node && dst_node && dst_node != src_node);
16111
0
    ImGuiTabBar* src_tab_bar = src_node->TabBar;
16112
0
    if (src_tab_bar != NULL)
16113
0
        IM_ASSERT(src_node->Windows.Size <= src_node->TabBar->Tabs.Size);
16114
16115
    // If the dst_node is empty we can just move the entire tab bar (to preserve selection, scrolling, etc.)
16116
0
    bool move_tab_bar = (src_tab_bar != NULL) && (dst_node->TabBar == NULL);
16117
0
    if (move_tab_bar)
16118
0
    {
16119
0
        dst_node->TabBar = src_node->TabBar;
16120
0
        src_node->TabBar = NULL;
16121
0
    }
16122
16123
    // Tab order is not important here, it is preserved by sorting in DockNodeUpdateTabBar().
16124
0
    for (ImGuiWindow* window : src_node->Windows)
16125
0
    {
16126
0
        window->DockNode = NULL;
16127
0
        window->DockIsActive = false;
16128
0
        DockNodeAddWindow(dst_node, window, !move_tab_bar);
16129
0
    }
16130
0
    src_node->Windows.clear();
16131
16132
0
    if (!move_tab_bar && src_node->TabBar)
16133
0
    {
16134
0
        if (dst_node->TabBar)
16135
0
            dst_node->TabBar->SelectedTabId = src_node->TabBar->SelectedTabId;
16136
0
        DockNodeRemoveTabBar(src_node);
16137
0
    }
16138
0
}
16139
16140
static void ImGui::DockNodeApplyPosSizeToWindows(ImGuiDockNode* node)
16141
0
{
16142
0
    for (ImGuiWindow* window : node->Windows)
16143
0
    {
16144
0
        SetWindowPos(window, node->Pos, ImGuiCond_Always); // We don't assign directly to Pos because it can break the calculation of SizeContents on next frame
16145
0
        SetWindowSize(window, node->Size, ImGuiCond_Always);
16146
0
    }
16147
0
}
16148
16149
static void ImGui::DockNodeHideHostWindow(ImGuiDockNode* node)
16150
0
{
16151
0
    if (node->HostWindow)
16152
0
    {
16153
0
        if (node->HostWindow->DockNodeAsHost == node)
16154
0
            node->HostWindow->DockNodeAsHost = NULL;
16155
0
        node->HostWindow = NULL;
16156
0
    }
16157
16158
0
    if (node->Windows.Size == 1)
16159
0
    {
16160
0
        node->VisibleWindow = node->Windows[0];
16161
0
        node->Windows[0]->DockIsActive = false;
16162
0
    }
16163
16164
0
    if (node->TabBar)
16165
0
        DockNodeRemoveTabBar(node);
16166
0
}
16167
16168
// Search function called once by root node in DockNodeUpdate()
16169
struct ImGuiDockNodeTreeInfo
16170
{
16171
    ImGuiDockNode*      CentralNode;
16172
    ImGuiDockNode*      FirstNodeWithWindows;
16173
    int                 CountNodesWithWindows;
16174
    //ImGuiWindowClass  WindowClassForMerges;
16175
16176
0
    ImGuiDockNodeTreeInfo() { memset(this, 0, sizeof(*this)); }
16177
};
16178
16179
static void DockNodeFindInfo(ImGuiDockNode* node, ImGuiDockNodeTreeInfo* info)
16180
0
{
16181
0
    if (node->Windows.Size > 0)
16182
0
    {
16183
0
        if (info->FirstNodeWithWindows == NULL)
16184
0
            info->FirstNodeWithWindows = node;
16185
0
        info->CountNodesWithWindows++;
16186
0
    }
16187
0
    if (node->IsCentralNode())
16188
0
    {
16189
0
        IM_ASSERT(info->CentralNode == NULL); // Should be only one
16190
0
        IM_ASSERT(node->IsLeafNode() && "If you get this assert: please submit .ini file + repro of actions leading to this.");
16191
0
        info->CentralNode = node;
16192
0
    }
16193
0
    if (info->CountNodesWithWindows > 1 && info->CentralNode != NULL)
16194
0
        return;
16195
0
    if (node->ChildNodes[0])
16196
0
        DockNodeFindInfo(node->ChildNodes[0], info);
16197
0
    if (node->ChildNodes[1])
16198
0
        DockNodeFindInfo(node->ChildNodes[1], info);
16199
0
}
16200
16201
static ImGuiWindow* ImGui::DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id)
16202
0
{
16203
0
    IM_ASSERT(id != 0);
16204
0
    for (ImGuiWindow* window : node->Windows)
16205
0
        if (window->ID == id)
16206
0
            return window;
16207
0
    return NULL;
16208
0
}
16209
16210
// - Remove inactive windows/nodes.
16211
// - Update visibility flag.
16212
static void ImGui::DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node)
16213
0
{
16214
0
    ImGuiContext& g = *GImGui;
16215
0
    IM_ASSERT(node->ParentNode == NULL || node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node);
16216
16217
    // Inherit most flags
16218
0
    if (node->ParentNode)
16219
0
        node->SharedFlags = node->ParentNode->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
16220
16221
    // Recurse into children
16222
    // There is the possibility that one of our child becoming empty will delete itself and moving its sibling contents into 'node'.
16223
    // If 'node->ChildNode[0]' delete itself, then 'node->ChildNode[1]->Windows' will be moved into 'node'
16224
    // If 'node->ChildNode[1]' delete itself, then 'node->ChildNode[0]->Windows' will be moved into 'node' and the "remove inactive windows" loop will have run twice on those windows (harmless)
16225
0
    node->HasCentralNodeChild = false;
16226
0
    if (node->ChildNodes[0])
16227
0
        DockNodeUpdateFlagsAndCollapse(node->ChildNodes[0]);
16228
0
    if (node->ChildNodes[1])
16229
0
        DockNodeUpdateFlagsAndCollapse(node->ChildNodes[1]);
16230
16231
    // Remove inactive windows, collapse nodes
16232
    // Merge node flags overrides stored in windows
16233
0
    node->LocalFlagsInWindows = ImGuiDockNodeFlags_None;
16234
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
16235
0
    {
16236
0
        ImGuiWindow* window = node->Windows[window_n];
16237
0
        IM_ASSERT(window->DockNode == node);
16238
16239
0
        bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount);
16240
0
        bool remove = false;
16241
0
        remove |= node_was_active && (window->LastFrameActive + 1 < g.FrameCount);
16242
0
        remove |= node_was_active && (node->WantCloseAll || node->WantCloseTabId == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument);  // Submit all _expected_ closure from last frame
16243
0
        remove |= (window->DockTabWantClose);
16244
0
        if (remove)
16245
0
        {
16246
0
            window->DockTabWantClose = false;
16247
0
            if (node->Windows.Size == 1 && !node->IsCentralNode())
16248
0
            {
16249
0
                DockNodeHideHostWindow(node);
16250
0
                node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow;
16251
0
                DockNodeRemoveWindow(node, window, node->ID); // Will delete the node so it'll be invalid on return
16252
0
                return;
16253
0
            }
16254
0
            DockNodeRemoveWindow(node, window, node->ID);
16255
0
            window_n--;
16256
0
            continue;
16257
0
        }
16258
16259
        // FIXME-DOCKING: Missing policies for conflict resolution, hence the "Experimental" tag on this.
16260
        //node->LocalFlagsInWindow &= ~window->WindowClass.DockNodeFlagsOverrideClear;
16261
0
        node->LocalFlagsInWindows |= window->WindowClass.DockNodeFlagsOverrideSet;
16262
0
    }
16263
0
    node->UpdateMergedFlags();
16264
16265
    // Auto-hide tab bar option
16266
0
    ImGuiDockNodeFlags node_flags = node->MergedFlags;
16267
0
    if (node->WantHiddenTabBarUpdate && node->Windows.Size == 1 && (node_flags & ImGuiDockNodeFlags_AutoHideTabBar) && !node->IsHiddenTabBar())
16268
0
        node->WantHiddenTabBarToggle = true;
16269
0
    node->WantHiddenTabBarUpdate = false;
16270
16271
    // Cancel toggling if we know our tab bar is enforced to be hidden at all times
16272
0
    if (node->WantHiddenTabBarToggle && node->VisibleWindow && (node->VisibleWindow->WindowClass.DockNodeFlagsOverrideSet & ImGuiDockNodeFlags_HiddenTabBar))
16273
0
        node->WantHiddenTabBarToggle = false;
16274
16275
    // Apply toggles at a single point of the frame (here!)
16276
0
    if (node->Windows.Size > 1)
16277
0
        node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar);
16278
0
    else if (node->WantHiddenTabBarToggle)
16279
0
        node->SetLocalFlags(node->LocalFlags ^ ImGuiDockNodeFlags_HiddenTabBar);
16280
0
    node->WantHiddenTabBarToggle = false;
16281
16282
0
    DockNodeUpdateVisibleFlag(node);
16283
0
}
16284
16285
// This is rarely called as DockNodeUpdateForRootNode() generally does it most frames.
16286
static void ImGui::DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node)
16287
0
{
16288
0
    node->HasCentralNodeChild = false;
16289
0
    if (node->ChildNodes[0])
16290
0
        DockNodeUpdateHasCentralNodeChild(node->ChildNodes[0]);
16291
0
    if (node->ChildNodes[1])
16292
0
        DockNodeUpdateHasCentralNodeChild(node->ChildNodes[1]);
16293
0
    if (node->IsRootNode())
16294
0
    {
16295
0
        ImGuiDockNode* mark_node = node->CentralNode;
16296
0
        while (mark_node)
16297
0
        {
16298
0
            mark_node->HasCentralNodeChild = true;
16299
0
            mark_node = mark_node->ParentNode;
16300
0
        }
16301
0
    }
16302
0
}
16303
16304
static void ImGui::DockNodeUpdateVisibleFlag(ImGuiDockNode* node)
16305
0
{
16306
    // Update visibility flag
16307
0
    bool is_visible = (node->ParentNode == NULL) ? node->IsDockSpace() : node->IsCentralNode();
16308
0
    is_visible |= (node->Windows.Size > 0);
16309
0
    is_visible |= (node->ChildNodes[0] && node->ChildNodes[0]->IsVisible);
16310
0
    is_visible |= (node->ChildNodes[1] && node->ChildNodes[1]->IsVisible);
16311
0
    node->IsVisible = is_visible;
16312
0
}
16313
16314
static void ImGui::DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window)
16315
0
{
16316
0
    ImGuiContext& g = *GImGui;
16317
0
    IM_ASSERT(node->WantMouseMove == true);
16318
0
    StartMouseMovingWindow(window);
16319
0
    g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - node->Pos;
16320
0
    g.MovingWindow = window; // If we are docked into a non moveable root window, StartMouseMovingWindow() won't set g.MovingWindow. Override that decision.
16321
0
    node->WantMouseMove = false;
16322
0
}
16323
16324
// Update CentralNode, OnlyNodeWithWindows, LastFocusedNodeID. Copy window class.
16325
static void ImGui::DockNodeUpdateForRootNode(ImGuiDockNode* node)
16326
0
{
16327
0
    DockNodeUpdateFlagsAndCollapse(node);
16328
16329
    // - Setup central node pointers
16330
    // - Find if there's only a single visible window in the hierarchy (in which case we need to display a regular title bar -> FIXME-DOCK: that last part is not done yet!)
16331
    // Cannot merge this with DockNodeUpdateFlagsAndCollapse() because FirstNodeWithWindows is found after window removal and child collapsing
16332
0
    ImGuiDockNodeTreeInfo info;
16333
0
    DockNodeFindInfo(node, &info);
16334
0
    node->CentralNode = info.CentralNode;
16335
0
    node->OnlyNodeWithWindows = (info.CountNodesWithWindows == 1) ? info.FirstNodeWithWindows : NULL;
16336
0
    node->CountNodeWithWindows = info.CountNodesWithWindows;
16337
0
    if (node->LastFocusedNodeId == 0 && info.FirstNodeWithWindows != NULL)
16338
0
        node->LastFocusedNodeId = info.FirstNodeWithWindows->ID;
16339
16340
    // Copy the window class from of our first window so it can be used for proper dock filtering.
16341
    // When node has mixed windows, prioritize the class with the most constraint (DockingAllowUnclassed = false) as the reference to copy.
16342
    // FIXME-DOCK: We don't recurse properly, this code could be reworked to work from DockNodeUpdateScanRec.
16343
0
    if (ImGuiDockNode* first_node_with_windows = info.FirstNodeWithWindows)
16344
0
    {
16345
0
        node->WindowClass = first_node_with_windows->Windows[0]->WindowClass;
16346
0
        for (int n = 1; n < first_node_with_windows->Windows.Size; n++)
16347
0
            if (first_node_with_windows->Windows[n]->WindowClass.DockingAllowUnclassed == false)
16348
0
            {
16349
0
                node->WindowClass = first_node_with_windows->Windows[n]->WindowClass;
16350
0
                break;
16351
0
            }
16352
0
    }
16353
16354
0
    ImGuiDockNode* mark_node = node->CentralNode;
16355
0
    while (mark_node)
16356
0
    {
16357
0
        mark_node->HasCentralNodeChild = true;
16358
0
        mark_node = mark_node->ParentNode;
16359
0
    }
16360
0
}
16361
16362
static void DockNodeSetupHostWindow(ImGuiDockNode* node, ImGuiWindow* host_window)
16363
0
{
16364
    // Remove ourselves from any previous different host window
16365
    // This can happen if a user mistakenly does (see #4295 for details):
16366
    //  - N+0: DockBuilderAddNode(id, 0)    // missing ImGuiDockNodeFlags_DockSpace
16367
    //  - N+1: NewFrame()                   // will create floating host window for that node
16368
    //  - N+1: DockSpace(id)                // requalify node as dockspace, moving host window
16369
0
    if (node->HostWindow && node->HostWindow != host_window && node->HostWindow->DockNodeAsHost == node)
16370
0
        node->HostWindow->DockNodeAsHost = NULL;
16371
16372
0
    host_window->DockNodeAsHost = node;
16373
0
    node->HostWindow = host_window;
16374
0
}
16375
16376
static void ImGui::DockNodeUpdate(ImGuiDockNode* node)
16377
0
{
16378
0
    ImGuiContext& g = *GImGui;
16379
0
    IM_ASSERT(node->LastFrameActive != g.FrameCount);
16380
0
    node->LastFrameAlive = g.FrameCount;
16381
0
    node->IsBgDrawnThisFrame = false;
16382
16383
0
    node->CentralNode = node->OnlyNodeWithWindows = NULL;
16384
0
    if (node->IsRootNode())
16385
0
        DockNodeUpdateForRootNode(node);
16386
16387
    // Remove tab bar if not needed
16388
0
    if (node->TabBar && node->IsNoTabBar())
16389
0
        DockNodeRemoveTabBar(node);
16390
16391
    // Early out for hidden root dock nodes (when all DockId references are in inactive windows, or there is only 1 floating window holding on the DockId)
16392
0
    bool want_to_hide_host_window = false;
16393
0
    if (node->IsFloatingNode())
16394
0
    {
16395
0
        if (node->Windows.Size <= 1 && node->IsLeafNode())
16396
0
            if (!g.IO.ConfigDockingAlwaysTabBar && (node->Windows.Size == 0 || !node->Windows[0]->WindowClass.DockingAlwaysTabBar))
16397
0
                want_to_hide_host_window = true;
16398
0
        if (node->CountNodeWithWindows == 0)
16399
0
            want_to_hide_host_window = true;
16400
0
    }
16401
0
    if (want_to_hide_host_window)
16402
0
    {
16403
0
        if (node->Windows.Size == 1)
16404
0
        {
16405
            // Floating window pos/size is authoritative
16406
0
            ImGuiWindow* single_window = node->Windows[0];
16407
0
            node->Pos = single_window->Pos;
16408
0
            node->Size = single_window->SizeFull;
16409
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window;
16410
16411
            // Transfer focus immediately so when we revert to a regular window it is immediately selected
16412
0
            if (node->HostWindow && g.NavWindow == node->HostWindow)
16413
0
                FocusWindow(single_window);
16414
0
            if (node->HostWindow)
16415
0
            {
16416
0
                IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Node %08X transfer Viewport %08X->%08X to Window '%s'\n", node->ID, node->HostWindow->Viewport->ID, single_window->ID, single_window->Name);
16417
0
                single_window->Viewport = node->HostWindow->Viewport;
16418
0
                single_window->ViewportId = node->HostWindow->ViewportId;
16419
0
                if (node->HostWindow->ViewportOwned)
16420
0
                {
16421
0
                    single_window->Viewport->ID = single_window->ID;
16422
0
                    single_window->Viewport->Window = single_window;
16423
0
                    single_window->ViewportOwned = true;
16424
0
                }
16425
0
            }
16426
0
            node->RefViewportId = single_window->ViewportId;
16427
0
        }
16428
16429
0
        DockNodeHideHostWindow(node);
16430
0
        node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow;
16431
0
        node->WantCloseAll = false;
16432
0
        node->WantCloseTabId = 0;
16433
0
        node->HasCloseButton = node->HasWindowMenuButton = false;
16434
0
        node->LastFrameActive = g.FrameCount;
16435
16436
0
        if (node->WantMouseMove && node->Windows.Size == 1)
16437
0
            DockNodeStartMouseMovingWindow(node, node->Windows[0]);
16438
0
        return;
16439
0
    }
16440
16441
    // In some circumstance we will defer creating the host window (so everything will be kept hidden),
16442
    // while the expected visible window is resizing itself.
16443
    // This is important for first-time (no ini settings restored) single window when io.ConfigDockingAlwaysTabBar is enabled,
16444
    // otherwise the node ends up using the minimum window size. Effectively those windows will take an extra frame to show up:
16445
    //   N+0: Begin(): window created (with no known size), node is created
16446
    //   N+1: DockNodeUpdate(): node skip creating host window / Begin(): window size applied, not visible
16447
    //   N+2: DockNodeUpdate(): node can create host window / Begin(): window becomes visible
16448
    // We could remove this frame if we could reliably calculate the expected window size during node update, before the Begin() code.
16449
    // It would require a generalization of CalcWindowExpectedSize(), probably extracting code away from Begin().
16450
    // In reality it isn't very important as user quickly ends up with size data in .ini file.
16451
0
    if (node->IsVisible && node->HostWindow == NULL && node->IsFloatingNode() && node->IsLeafNode())
16452
0
    {
16453
0
        IM_ASSERT(node->Windows.Size > 0);
16454
0
        ImGuiWindow* ref_window = NULL;
16455
0
        if (node->SelectedTabId != 0) // Note that we prune single-window-node settings on .ini loading, so this is generally 0 for them!
16456
0
            ref_window = DockNodeFindWindowByID(node, node->SelectedTabId);
16457
0
        if (ref_window == NULL)
16458
0
            ref_window = node->Windows[0];
16459
0
        if (ref_window->AutoFitFramesX > 0 || ref_window->AutoFitFramesY > 0)
16460
0
        {
16461
0
            node->State = ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing;
16462
0
            return;
16463
0
        }
16464
0
    }
16465
16466
0
    const ImGuiDockNodeFlags node_flags = node->MergedFlags;
16467
16468
    // Decide if the node will have a close button and a window menu button
16469
0
    node->HasWindowMenuButton = (node->Windows.Size > 0) && (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0;
16470
0
    node->HasCloseButton = false;
16471
0
    for (ImGuiWindow* window : node->Windows)
16472
0
    {
16473
        // FIXME-DOCK: Setting DockIsActive here means that for single active window in a leaf node, DockIsActive will be cleared until the next Begin() call.
16474
0
        node->HasCloseButton |= window->HasCloseButton;
16475
0
        window->DockIsActive = (node->Windows.Size > 1);
16476
0
    }
16477
0
    if (node_flags & ImGuiDockNodeFlags_NoCloseButton)
16478
0
        node->HasCloseButton = false;
16479
16480
    // Bind or create host window
16481
0
    ImGuiWindow* host_window = NULL;
16482
0
    bool beginned_into_host_window = false;
16483
0
    if (node->IsDockSpace())
16484
0
    {
16485
        // [Explicit root dockspace node]
16486
0
        IM_ASSERT(node->HostWindow);
16487
0
        host_window = node->HostWindow;
16488
0
    }
16489
0
    else
16490
0
    {
16491
        // [Automatic root or child nodes]
16492
0
        if (node->IsRootNode() && node->IsVisible)
16493
0
        {
16494
0
            ImGuiWindow* ref_window = (node->Windows.Size > 0) ? node->Windows[0] : NULL;
16495
16496
            // Sync Pos
16497
0
            if (node->AuthorityForPos == ImGuiDataAuthority_Window && ref_window)
16498
0
                SetNextWindowPos(ref_window->Pos);
16499
0
            else if (node->AuthorityForPos == ImGuiDataAuthority_DockNode)
16500
0
                SetNextWindowPos(node->Pos);
16501
16502
            // Sync Size
16503
0
            if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window)
16504
0
                SetNextWindowSize(ref_window->SizeFull);
16505
0
            else if (node->AuthorityForSize == ImGuiDataAuthority_DockNode)
16506
0
                SetNextWindowSize(node->Size);
16507
16508
            // Sync Collapsed
16509
0
            if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window)
16510
0
                SetNextWindowCollapsed(ref_window->Collapsed);
16511
16512
            // Sync Viewport
16513
0
            if (node->AuthorityForViewport == ImGuiDataAuthority_Window && ref_window)
16514
0
                SetNextWindowViewport(ref_window->ViewportId);
16515
0
            else if (node->AuthorityForViewport == ImGuiDataAuthority_Window && node->RefViewportId != 0)
16516
0
                SetNextWindowViewport(node->RefViewportId);
16517
16518
0
            SetNextWindowClass(&node->WindowClass);
16519
16520
            // Begin into the host window
16521
0
            char window_label[20];
16522
0
            DockNodeGetHostWindowTitle(node, window_label, IM_ARRAYSIZE(window_label));
16523
0
            ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_DockNodeHost;
16524
0
            window_flags |= ImGuiWindowFlags_NoFocusOnAppearing;
16525
0
            window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus | ImGuiWindowFlags_NoCollapse;
16526
0
            window_flags |= ImGuiWindowFlags_NoTitleBar;
16527
16528
0
            SetNextWindowBgAlpha(0.0f); // Don't set ImGuiWindowFlags_NoBackground because it disables borders
16529
0
            PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));
16530
0
            Begin(window_label, NULL, window_flags);
16531
0
            PopStyleVar();
16532
0
            beginned_into_host_window = true;
16533
16534
0
            host_window = g.CurrentWindow;
16535
0
            DockNodeSetupHostWindow(node, host_window);
16536
0
            host_window->DC.CursorPos = host_window->Pos;
16537
0
            node->Pos = host_window->Pos;
16538
0
            node->Size = host_window->Size;
16539
16540
            // We set ImGuiWindowFlags_NoFocusOnAppearing because we don't want the host window to take full focus (e.g. steal NavWindow)
16541
            // But we still it bring it to the front of display. There's no way to choose this precise behavior via window flags.
16542
            // One simple case to ponder if: window A has a toggle to create windows B/C/D. Dock B/C/D together, clear the toggle and enable it again.
16543
            // When reappearing B/C/D will request focus and be moved to the top of the display pile, but they are not linked to the dock host window
16544
            // during the frame they appear. The dock host window would keep its old display order, and the sorting in EndFrame would move B/C/D back
16545
            // after the dock host window, losing their top-most status.
16546
0
            if (node->HostWindow->Appearing)
16547
0
                BringWindowToDisplayFront(node->HostWindow);
16548
16549
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto;
16550
0
        }
16551
0
        else if (node->ParentNode)
16552
0
        {
16553
0
            node->HostWindow = host_window = node->ParentNode->HostWindow;
16554
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto;
16555
0
        }
16556
0
        if (node->WantMouseMove && node->HostWindow)
16557
0
            DockNodeStartMouseMovingWindow(node, node->HostWindow);
16558
0
    }
16559
0
    node->RefViewportId = 0; // Clear when we have a host window
16560
16561
    // Update focused node (the one whose title bar is highlight) within a node tree
16562
0
    if (node->IsSplitNode())
16563
0
        IM_ASSERT(node->TabBar == NULL);
16564
0
    if (node->IsRootNode())
16565
0
        if (ImGuiWindow* p_window = g.NavWindow ? g.NavWindow->RootWindow : NULL)
16566
0
            while (p_window != NULL && p_window->DockNode != NULL)
16567
0
            {
16568
0
                ImGuiDockNode* p_node = DockNodeGetRootNode(p_window->DockNode);
16569
0
                if (p_node == node)
16570
0
                {
16571
0
                    node->LastFocusedNodeId = p_window->DockNode->ID; // Note: not using root node ID!
16572
0
                    break;
16573
0
                }
16574
0
                p_window = p_node->HostWindow ? p_node->HostWindow->RootWindow : NULL;
16575
0
            }
16576
16577
    // Register a hit-test hole in the window unless we are currently dragging a window that is compatible with our dockspace
16578
0
    ImGuiDockNode* central_node = node->CentralNode;
16579
0
    const bool central_node_hole = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0 && central_node != NULL && central_node->IsEmpty();
16580
0
    bool central_node_hole_register_hit_test_hole = central_node_hole;
16581
0
    if (central_node_hole)
16582
0
        if (const ImGuiPayload* payload = ImGui::GetDragDropPayload())
16583
0
            if (payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && DockNodeIsDropAllowed(host_window, *(ImGuiWindow**)payload->Data))
16584
0
                central_node_hole_register_hit_test_hole = false;
16585
0
    if (central_node_hole_register_hit_test_hole)
16586
0
    {
16587
        // We add a little padding to match the "resize from edges" behavior and allow grabbing the splitter easily.
16588
        // (But we only add it if there's something else on the other side of the hole, otherwise for e.g. fullscreen
16589
        // covering passthru node we'd have a gap on the edge not covered by the hole)
16590
0
        IM_ASSERT(node->IsDockSpace()); // We cannot pass this flag without the DockSpace() api. Testing this because we also setup the hole in host_window->ParentNode
16591
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(central_node);
16592
0
        ImRect root_rect(root_node->Pos, root_node->Pos + root_node->Size);
16593
0
        ImRect hole_rect(central_node->Pos, central_node->Pos + central_node->Size);
16594
0
        if (hole_rect.Min.x > root_rect.Min.x) { hole_rect.Min.x += WINDOWS_HOVER_PADDING; }
16595
0
        if (hole_rect.Max.x < root_rect.Max.x) { hole_rect.Max.x -= WINDOWS_HOVER_PADDING; }
16596
0
        if (hole_rect.Min.y > root_rect.Min.y) { hole_rect.Min.y += WINDOWS_HOVER_PADDING; }
16597
0
        if (hole_rect.Max.y < root_rect.Max.y) { hole_rect.Max.y -= WINDOWS_HOVER_PADDING; }
16598
        //GetForegroundDrawList()->AddRect(hole_rect.Min, hole_rect.Max, IM_COL32(255, 0, 0, 255));
16599
0
        if (central_node_hole && !hole_rect.IsInverted())
16600
0
        {
16601
0
            SetWindowHitTestHole(host_window, hole_rect.Min, hole_rect.Max - hole_rect.Min);
16602
0
            if (host_window->ParentWindow)
16603
0
                SetWindowHitTestHole(host_window->ParentWindow, hole_rect.Min, hole_rect.Max - hole_rect.Min);
16604
0
        }
16605
0
    }
16606
16607
    // Update position/size, process and draw resizing splitters
16608
0
    if (node->IsRootNode() && host_window)
16609
0
    {
16610
0
        DockNodeTreeUpdatePosSize(node, host_window->Pos, host_window->Size);
16611
0
        PushStyleColor(ImGuiCol_Separator, g.Style.Colors[ImGuiCol_Border]);
16612
0
        PushStyleColor(ImGuiCol_SeparatorActive, g.Style.Colors[ImGuiCol_ResizeGripActive]);
16613
0
        PushStyleColor(ImGuiCol_SeparatorHovered, g.Style.Colors[ImGuiCol_ResizeGripHovered]);
16614
0
        DockNodeTreeUpdateSplitter(node);
16615
0
        PopStyleColor(3);
16616
0
    }
16617
16618
    // Draw empty node background (currently can only be the Central Node)
16619
0
    if (host_window && node->IsEmpty() && node->IsVisible)
16620
0
    {
16621
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
16622
0
        node->LastBgColor = (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) ? 0 : GetColorU32(ImGuiCol_DockingEmptyBg);
16623
0
        if (node->LastBgColor != 0)
16624
0
            host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, node->LastBgColor);
16625
0
        node->IsBgDrawnThisFrame = true;
16626
0
    }
16627
16628
    // Draw whole dockspace background if ImGuiDockNodeFlags_PassthruCentralNode if set.
16629
    // We need to draw a background at the root level if requested by ImGuiDockNodeFlags_PassthruCentralNode, but we will only know the correct pos/size
16630
    // _after_ processing the resizing splitters. So we are using the DrawList channel splitting facility to submit drawing primitives out of order!
16631
0
    const bool render_dockspace_bg = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0;
16632
0
    if (render_dockspace_bg && node->IsVisible)
16633
0
    {
16634
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
16635
0
        if (central_node_hole)
16636
0
            RenderRectFilledWithHole(host_window->DrawList, node->Rect(), central_node->Rect(), GetColorU32(ImGuiCol_WindowBg), 0.0f);
16637
0
        else
16638
0
            host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, GetColorU32(ImGuiCol_WindowBg), 0.0f);
16639
0
    }
16640
16641
    // Draw and populate Tab Bar
16642
0
    if (host_window)
16643
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG);
16644
0
    if (host_window && node->Windows.Size > 0)
16645
0
    {
16646
0
        DockNodeUpdateTabBar(node, host_window);
16647
0
    }
16648
0
    else
16649
0
    {
16650
0
        node->WantCloseAll = false;
16651
0
        node->WantCloseTabId = 0;
16652
0
        node->IsFocused = false;
16653
0
    }
16654
0
    if (node->TabBar && node->TabBar->SelectedTabId)
16655
0
        node->SelectedTabId = node->TabBar->SelectedTabId;
16656
0
    else if (node->Windows.Size > 0)
16657
0
        node->SelectedTabId = node->Windows[0]->TabId;
16658
16659
    // Draw payload drop target
16660
0
    if (host_window && node->IsVisible)
16661
0
        if (node->IsRootNode() && (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != host_window))
16662
0
            BeginDockableDragDropTarget(host_window);
16663
16664
    // We update this after DockNodeUpdateTabBar()
16665
0
    node->LastFrameActive = g.FrameCount;
16666
16667
    // Recurse into children
16668
    // FIXME-DOCK FIXME-OPT: Should not need to recurse into children
16669
0
    if (host_window)
16670
0
    {
16671
0
        if (node->ChildNodes[0])
16672
0
            DockNodeUpdate(node->ChildNodes[0]);
16673
0
        if (node->ChildNodes[1])
16674
0
            DockNodeUpdate(node->ChildNodes[1]);
16675
16676
        // Render outer borders last (after the tab bar)
16677
0
        if (node->IsRootNode())
16678
0
            RenderWindowOuterBorders(host_window);
16679
0
    }
16680
16681
    // End host window
16682
0
    if (beginned_into_host_window) //-V1020
16683
0
        End();
16684
0
}
16685
16686
// Compare TabItem nodes given the last known DockOrder (will persist in .ini file as hint), used to sort tabs when multiple tabs are added on the same frame.
16687
static int IMGUI_CDECL TabItemComparerByDockOrder(const void* lhs, const void* rhs)
16688
0
{
16689
0
    ImGuiWindow* a = ((const ImGuiTabItem*)lhs)->Window;
16690
0
    ImGuiWindow* b = ((const ImGuiTabItem*)rhs)->Window;
16691
0
    if (int d = ((a->DockOrder == -1) ? INT_MAX : a->DockOrder) - ((b->DockOrder == -1) ? INT_MAX : b->DockOrder))
16692
0
        return d;
16693
0
    return (a->BeginOrderWithinContext - b->BeginOrderWithinContext);
16694
0
}
16695
16696
// Default handler for g.DockNodeWindowMenuHandler(): display the list of windows for a given dock-node.
16697
// This is exceptionally stored in a function pointer to also user applications to tweak this menu (undocumented)
16698
// Custom overrides may want to decorate, group, sort entries.
16699
// Please note those are internal structures: if you copy this expect occasional breakage.
16700
// (if you don't need to modify the "Tabs.Size == 1" behavior/path it is recommend you call this function in your handler)
16701
void ImGui::DockNodeWindowMenuHandler_Default(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar)
16702
0
{
16703
0
    IM_UNUSED(ctx);
16704
0
    if (tab_bar->Tabs.Size == 1)
16705
0
    {
16706
        // "Hide tab bar" option. Being one of our rare user-facing string we pull it from a table.
16707
0
        if (MenuItem(LocalizeGetMsg(ImGuiLocKey_DockingHideTabBar), NULL, node->IsHiddenTabBar()))
16708
0
            node->WantHiddenTabBarToggle = true;
16709
0
    }
16710
0
    else
16711
0
    {
16712
        // Display a selectable list of windows in this docking node
16713
0
        for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
16714
0
        {
16715
0
            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
16716
0
            if (tab->Flags & ImGuiTabItemFlags_Button)
16717
0
                continue;
16718
0
            if (Selectable(TabBarGetTabName(tab_bar, tab), tab->ID == tab_bar->SelectedTabId))
16719
0
                TabBarQueueFocus(tab_bar, tab);
16720
0
            SameLine();
16721
0
            Text("   ");
16722
0
        }
16723
0
    }
16724
0
}
16725
16726
static void ImGui::DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar)
16727
0
{
16728
    // Try to position the menu so it is more likely to stays within the same viewport
16729
0
    ImGuiContext& g = *GImGui;
16730
0
    if (g.Style.WindowMenuButtonPosition == ImGuiDir_Left)
16731
0
        SetNextWindowPos(ImVec2(node->Pos.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(0.0f, 0.0f));
16732
0
    else
16733
0
        SetNextWindowPos(ImVec2(node->Pos.x + node->Size.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(1.0f, 0.0f));
16734
0
    if (BeginPopup("#WindowMenu"))
16735
0
    {
16736
0
        node->IsFocused = true;
16737
0
        g.DockNodeWindowMenuHandler(&g, node, tab_bar);
16738
0
        EndPopup();
16739
0
    }
16740
0
}
16741
16742
// User helper to append/amend into a dock node tab bar. Most commonly used to add e.g. a "+" button.
16743
bool ImGui::DockNodeBeginAmendTabBar(ImGuiDockNode* node)
16744
0
{
16745
0
    if (node->TabBar == NULL || node->HostWindow == NULL)
16746
0
        return false;
16747
0
    if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly)
16748
0
        return false;
16749
0
    Begin(node->HostWindow->Name);
16750
0
    PushOverrideID(node->ID);
16751
0
    bool ret = BeginTabBarEx(node->TabBar, node->TabBar->BarRect, node->TabBar->Flags);
16752
0
    IM_UNUSED(ret);
16753
0
    IM_ASSERT(ret);
16754
0
    return true;
16755
0
}
16756
16757
void ImGui::DockNodeEndAmendTabBar()
16758
0
{
16759
0
    EndTabBar();
16760
0
    PopID();
16761
0
    End();
16762
0
}
16763
16764
static bool IsDockNodeTitleBarHighlighted(ImGuiDockNode* node, ImGuiDockNode* root_node)
16765
0
{
16766
    // CTRL+Tab highlight (only highlighting leaf node, not whole hierarchy)
16767
0
    ImGuiContext& g = *GImGui;
16768
0
    if (g.NavWindowingTarget)
16769
0
        return (g.NavWindowingTarget->DockNode == node);
16770
16771
    // FIXME-DOCKING: May want alternative to treat central node void differently? e.g. if (g.NavWindow == host_window)
16772
0
    if (g.NavWindow && root_node->LastFocusedNodeId == node->ID)
16773
0
    {
16774
        // FIXME: This could all be backed in RootWindowForTitleBarHighlight? Probably need to reorganize for both dock nodes + other RootWindowForTitleBarHighlight users (not-node)
16775
0
        ImGuiWindow* parent_window = g.NavWindow->RootWindow;
16776
0
        while (parent_window->Flags & ImGuiWindowFlags_ChildMenu)
16777
0
            parent_window = parent_window->ParentWindow->RootWindow;
16778
0
        ImGuiDockNode* start_parent_node = parent_window->DockNodeAsHost ? parent_window->DockNodeAsHost : parent_window->DockNode;
16779
0
        for (ImGuiDockNode* parent_node = start_parent_node; parent_node != NULL; parent_node = parent_node->HostWindow ? parent_node->HostWindow->RootWindow->DockNode : NULL)
16780
0
            if ((parent_node = ImGui::DockNodeGetRootNode(parent_node)) == root_node)
16781
0
                return true;
16782
0
    }
16783
0
    return false;
16784
0
}
16785
16786
// Submit the tab bar corresponding to a dock node and various housekeeping details.
16787
static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window)
16788
0
{
16789
0
    ImGuiContext& g = *GImGui;
16790
0
    ImGuiStyle& style = g.Style;
16791
16792
0
    const bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount);
16793
0
    const bool closed_all = node->WantCloseAll && node_was_active;
16794
0
    const ImGuiID closed_one = node->WantCloseTabId && node_was_active;
16795
0
    node->WantCloseAll = false;
16796
0
    node->WantCloseTabId = 0;
16797
16798
    // Decide if we should use a focused title bar color
16799
0
    bool is_focused = false;
16800
0
    ImGuiDockNode* root_node = DockNodeGetRootNode(node);
16801
0
    if (IsDockNodeTitleBarHighlighted(node, root_node))
16802
0
        is_focused = true;
16803
16804
    // Hidden tab bar will show a triangle on the upper-left (in Begin)
16805
0
    if (node->IsHiddenTabBar() || node->IsNoTabBar())
16806
0
    {
16807
0
        node->VisibleWindow = (node->Windows.Size > 0) ? node->Windows[0] : NULL;
16808
0
        node->IsFocused = is_focused;
16809
0
        if (is_focused)
16810
0
            node->LastFrameFocused = g.FrameCount;
16811
0
        if (node->VisibleWindow)
16812
0
        {
16813
            // Notify root of visible window (used to display title in OS task bar)
16814
0
            if (is_focused || root_node->VisibleWindow == NULL)
16815
0
                root_node->VisibleWindow = node->VisibleWindow;
16816
0
            if (node->TabBar)
16817
0
                node->TabBar->VisibleTabId = node->VisibleWindow->TabId;
16818
0
        }
16819
0
        return;
16820
0
    }
16821
16822
    // Move ourselves to the Menu layer (so we can be accessed by tapping Alt) + undo SkipItems flag in order to draw over the title bar even if the window is collapsed
16823
0
    bool backup_skip_item = host_window->SkipItems;
16824
0
    if (!node->IsDockSpace())
16825
0
    {
16826
0
        host_window->SkipItems = false;
16827
0
        host_window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
16828
0
    }
16829
16830
    // Use PushOverrideID() instead of PushID() to use the node id _without_ the host window ID.
16831
    // This is to facilitate computing those ID from the outside, and will affect more or less only the ID of the collapse button, popup and tabs,
16832
    // as docked windows themselves will override the stack with their own root ID.
16833
0
    PushOverrideID(node->ID);
16834
0
    ImGuiTabBar* tab_bar = node->TabBar;
16835
0
    bool tab_bar_is_recreated = (tab_bar == NULL); // Tab bar are automatically destroyed when a node gets hidden
16836
0
    if (tab_bar == NULL)
16837
0
    {
16838
0
        DockNodeAddTabBar(node);
16839
0
        tab_bar = node->TabBar;
16840
0
    }
16841
16842
0
    ImGuiID focus_tab_id = 0;
16843
0
    node->IsFocused = is_focused;
16844
16845
0
    const ImGuiDockNodeFlags node_flags = node->MergedFlags;
16846
0
    const bool has_window_menu_button = (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0 && (style.WindowMenuButtonPosition != ImGuiDir_None);
16847
16848
    // In a dock node, the Collapse Button turns into the Window Menu button.
16849
    // FIXME-DOCK FIXME-OPT: Could we recycle popups id across multiple dock nodes?
16850
0
    if (has_window_menu_button && IsPopupOpen("#WindowMenu"))
16851
0
    {
16852
0
        ImGuiID next_selected_tab_id = tab_bar->NextSelectedTabId;
16853
0
        DockNodeWindowMenuUpdate(node, tab_bar);
16854
0
        if (tab_bar->NextSelectedTabId != 0 && tab_bar->NextSelectedTabId != next_selected_tab_id)
16855
0
            focus_tab_id = tab_bar->NextSelectedTabId;
16856
0
        is_focused |= node->IsFocused;
16857
0
    }
16858
16859
    // Layout
16860
0
    ImRect title_bar_rect, tab_bar_rect;
16861
0
    ImVec2 window_menu_button_pos;
16862
0
    ImVec2 close_button_pos;
16863
0
    DockNodeCalcTabBarLayout(node, &title_bar_rect, &tab_bar_rect, &window_menu_button_pos, &close_button_pos);
16864
16865
    // Submit new tabs, they will be added as Unsorted and sorted below based on relative DockOrder value.
16866
0
    const int tabs_count_old = tab_bar->Tabs.Size;
16867
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
16868
0
    {
16869
0
        ImGuiWindow* window = node->Windows[window_n];
16870
0
        if (TabBarFindTabByID(tab_bar, window->TabId) == NULL)
16871
0
            TabBarAddTab(tab_bar, ImGuiTabItemFlags_Unsorted, window);
16872
0
    }
16873
16874
    // Title bar
16875
0
    if (is_focused)
16876
0
        node->LastFrameFocused = g.FrameCount;
16877
0
    ImU32 title_bar_col = GetColorU32(host_window->Collapsed ? ImGuiCol_TitleBgCollapsed : is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
16878
0
    ImDrawFlags rounding_flags = CalcRoundingFlagsForRectInRect(title_bar_rect, host_window->Rect(), g.Style.DockingSeparatorSize);
16879
0
    host_window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, host_window->WindowRounding, rounding_flags);
16880
16881
    // Docking/Collapse button
16882
0
    if (has_window_menu_button)
16883
0
    {
16884
0
        if (CollapseButton(host_window->GetID("#COLLAPSE"), window_menu_button_pos, node)) // == DockNodeGetWindowMenuButtonId(node)
16885
0
            OpenPopup("#WindowMenu");
16886
0
        if (IsItemActive())
16887
0
            focus_tab_id = tab_bar->SelectedTabId;
16888
0
    }
16889
16890
    // If multiple tabs are appearing on the same frame, sort them based on their persistent DockOrder value
16891
0
    int tabs_unsorted_start = tab_bar->Tabs.Size;
16892
0
    for (int tab_n = tab_bar->Tabs.Size - 1; tab_n >= 0 && (tab_bar->Tabs[tab_n].Flags & ImGuiTabItemFlags_Unsorted); tab_n--)
16893
0
    {
16894
        // FIXME-DOCK: Consider only clearing the flag after the tab has been alive for a few consecutive frames, allowing late comers to not break sorting?
16895
0
        tab_bar->Tabs[tab_n].Flags &= ~ImGuiTabItemFlags_Unsorted;
16896
0
        tabs_unsorted_start = tab_n;
16897
0
    }
16898
0
    if (tab_bar->Tabs.Size > tabs_unsorted_start)
16899
0
    {
16900
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] In node 0x%08X: %d new appearing tabs:%s\n", node->ID, tab_bar->Tabs.Size - tabs_unsorted_start, (tab_bar->Tabs.Size > tabs_unsorted_start + 1) ? " (will sort)" : "");
16901
0
        for (int tab_n = tabs_unsorted_start; tab_n < tab_bar->Tabs.Size; tab_n++)
16902
0
        {
16903
0
            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
16904
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] - Tab 0x%08X '%s' Order %d\n", tab->ID, TabBarGetTabName(tab_bar, tab), tab->Window ? tab->Window->DockOrder : -1);
16905
0
        }
16906
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] SelectedTabId = 0x%08X, NavWindow->TabId = 0x%08X\n", node->SelectedTabId, g.NavWindow ? g.NavWindow->TabId : -1);
16907
0
        if (tab_bar->Tabs.Size > tabs_unsorted_start + 1)
16908
0
            ImQsort(tab_bar->Tabs.Data + tabs_unsorted_start, tab_bar->Tabs.Size - tabs_unsorted_start, sizeof(ImGuiTabItem), TabItemComparerByDockOrder);
16909
0
    }
16910
16911
    // Apply NavWindow focus back to the tab bar
16912
0
    if (g.NavWindow && g.NavWindow->RootWindow->DockNode == node)
16913
0
        tab_bar->SelectedTabId = g.NavWindow->RootWindow->TabId;
16914
16915
    // Selected newly added tabs, or persistent tab ID if the tab bar was just recreated
16916
0
    if (tab_bar_is_recreated && TabBarFindTabByID(tab_bar, node->SelectedTabId) != NULL)
16917
0
        tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = node->SelectedTabId;
16918
0
    else if (tab_bar->Tabs.Size > tabs_count_old)
16919
0
        tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = tab_bar->Tabs.back().Window->TabId;
16920
16921
    // Begin tab bar
16922
0
    ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_AutoSelectNewTabs; // | ImGuiTabBarFlags_NoTabListScrollingButtons);
16923
0
    tab_bar_flags |= ImGuiTabBarFlags_SaveSettings | ImGuiTabBarFlags_DockNode;// | ImGuiTabBarFlags_FittingPolicyScroll;
16924
0
    if (!host_window->Collapsed && is_focused)
16925
0
        tab_bar_flags |= ImGuiTabBarFlags_IsFocused;
16926
0
    tab_bar->ID = GetID("#TabBar");
16927
0
    tab_bar->SeparatorMinX = node->Pos.x + host_window->WindowBorderSize; // Separator cover the whole node width
16928
0
    tab_bar->SeparatorMaxX = node->Pos.x + node->Size.x - host_window->WindowBorderSize;
16929
0
    BeginTabBarEx(tab_bar, tab_bar_rect, tab_bar_flags);
16930
    //host_window->DrawList->AddRect(tab_bar_rect.Min, tab_bar_rect.Max, IM_COL32(255,0,255,255));
16931
16932
    // Backup style colors
16933
0
    ImVec4 backup_style_cols[ImGuiWindowDockStyleCol_COUNT];
16934
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
16935
0
        backup_style_cols[color_n] = g.Style.Colors[GWindowDockStyleColors[color_n]];
16936
16937
    // Submit actual tabs
16938
0
    node->VisibleWindow = NULL;
16939
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
16940
0
    {
16941
0
        ImGuiWindow* window = node->Windows[window_n];
16942
0
        if ((closed_all || closed_one == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument))
16943
0
            continue;
16944
0
        if (window->LastFrameActive + 1 >= g.FrameCount || !node_was_active)
16945
0
        {
16946
0
            ImGuiTabItemFlags tab_item_flags = 0;
16947
0
            tab_item_flags |= window->WindowClass.TabItemFlagsOverrideSet;
16948
0
            if (window->Flags & ImGuiWindowFlags_UnsavedDocument)
16949
0
                tab_item_flags |= ImGuiTabItemFlags_UnsavedDocument;
16950
0
            if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton)
16951
0
                tab_item_flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton;
16952
16953
            // Apply stored style overrides for the window
16954
0
            for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
16955
0
                g.Style.Colors[GWindowDockStyleColors[color_n]] = ColorConvertU32ToFloat4(window->DockStyle.Colors[color_n]);
16956
16957
            // Note that TabItemEx() calls TabBarCalcTabID() so our tab item ID will ignore the current ID stack (rightly so)
16958
0
            bool tab_open = true;
16959
0
            TabItemEx(tab_bar, window->Name, window->HasCloseButton ? &tab_open : NULL, tab_item_flags, window);
16960
0
            if (!tab_open)
16961
0
                node->WantCloseTabId = window->TabId;
16962
0
            if (tab_bar->VisibleTabId == window->TabId)
16963
0
                node->VisibleWindow = window;
16964
16965
            // Store last item data so it can be queried with IsItemXXX functions after the user Begin() call
16966
0
            window->DockTabItemStatusFlags = g.LastItemData.StatusFlags;
16967
0
            window->DockTabItemRect = g.LastItemData.Rect;
16968
16969
            // Update navigation ID on menu layer
16970
0
            if (g.NavWindow && g.NavWindow->RootWindow == window && (window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0)
16971
0
                host_window->NavLastIds[1] = window->TabId;
16972
0
        }
16973
0
    }
16974
16975
    // Restore style colors
16976
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
16977
0
        g.Style.Colors[GWindowDockStyleColors[color_n]] = backup_style_cols[color_n];
16978
16979
    // Notify root of visible window (used to display title in OS task bar)
16980
0
    if (node->VisibleWindow)
16981
0
        if (is_focused || root_node->VisibleWindow == NULL)
16982
0
            root_node->VisibleWindow = node->VisibleWindow;
16983
16984
    // Close button (after VisibleWindow was updated)
16985
    // Note that VisibleWindow may have been overrided by CTRL+Tabbing, so VisibleWindow->TabId may be != from tab_bar->SelectedTabId
16986
0
    const bool close_button_is_enabled = node->HasCloseButton && node->VisibleWindow && node->VisibleWindow->HasCloseButton;
16987
0
    const bool close_button_is_visible = node->HasCloseButton;
16988
    //const bool close_button_is_visible = close_button_is_enabled; // Most people would expect this behavior of not even showing the button (leaving a hole since we can't claim that space as other windows in the tba bar have one)
16989
0
    if (close_button_is_visible)
16990
0
    {
16991
0
        if (!close_button_is_enabled)
16992
0
        {
16993
0
            PushItemFlag(ImGuiItemFlags_Disabled, true);
16994
0
            PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_Text] * ImVec4(1.0f,1.0f,1.0f,0.4f));
16995
0
        }
16996
0
        if (CloseButton(host_window->GetID("#CLOSE"), close_button_pos))
16997
0
        {
16998
0
            node->WantCloseAll = true;
16999
0
            for (int n = 0; n < tab_bar->Tabs.Size; n++)
17000
0
                TabBarCloseTab(tab_bar, &tab_bar->Tabs[n]);
17001
0
        }
17002
        //if (IsItemActive())
17003
        //    focus_tab_id = tab_bar->SelectedTabId;
17004
0
        if (!close_button_is_enabled)
17005
0
        {
17006
0
            PopStyleColor();
17007
0
            PopItemFlag();
17008
0
        }
17009
0
    }
17010
17011
    // When clicking on the title bar outside of tabs, we still focus the selected tab for that node
17012
    // FIXME: TabItems submitted earlier use AllowItemOverlap so we manually perform a more specific test for now (hovered || held) in order to not cover them.
17013
0
    ImGuiID title_bar_id = host_window->GetID("#TITLEBAR");
17014
0
    if (g.HoveredId == 0 || g.HoveredId == title_bar_id || g.ActiveId == title_bar_id)
17015
0
    {
17016
        // AllowItem mode required for appending into dock node tab bar,
17017
        // otherwise dragging window will steal HoveredId and amended tabs cannot get them.
17018
0
        bool held;
17019
0
        KeepAliveID(title_bar_id);
17020
0
        ButtonBehavior(title_bar_rect, title_bar_id, NULL, &held, ImGuiButtonFlags_AllowOverlap);
17021
0
        if (g.HoveredId == title_bar_id)
17022
0
        {
17023
0
            g.LastItemData.ID = title_bar_id;
17024
0
        }
17025
0
        if (held)
17026
0
        {
17027
0
            if (IsMouseClicked(0))
17028
0
                focus_tab_id = tab_bar->SelectedTabId;
17029
17030
            // Forward moving request to selected window
17031
0
            if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId))
17032
0
                StartMouseMovingWindowOrNode(tab->Window ? tab->Window : node->HostWindow, node, false);
17033
0
        }
17034
0
    }
17035
17036
    // Forward focus from host node to selected window
17037
    //if (is_focused && g.NavWindow == host_window && !g.NavWindowingTarget)
17038
    //    focus_tab_id = tab_bar->SelectedTabId;
17039
17040
    // When clicked on a tab we requested focus to the docked child
17041
    // This overrides the value set by "forward focus from host node to selected window".
17042
0
    if (tab_bar->NextSelectedTabId)
17043
0
        focus_tab_id = tab_bar->NextSelectedTabId;
17044
17045
    // Apply navigation focus
17046
0
    if (focus_tab_id != 0)
17047
0
        if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, focus_tab_id))
17048
0
            if (tab->Window)
17049
0
            {
17050
0
                FocusWindow(tab->Window);
17051
0
                NavInitWindow(tab->Window, false);
17052
0
            }
17053
17054
0
    EndTabBar();
17055
0
    PopID();
17056
17057
    // Restore SkipItems flag
17058
0
    if (!node->IsDockSpace())
17059
0
    {
17060
0
        host_window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
17061
0
        host_window->SkipItems = backup_skip_item;
17062
0
    }
17063
0
}
17064
17065
static void ImGui::DockNodeAddTabBar(ImGuiDockNode* node)
17066
0
{
17067
0
    IM_ASSERT(node->TabBar == NULL);
17068
0
    node->TabBar = IM_NEW(ImGuiTabBar);
17069
0
}
17070
17071
static void ImGui::DockNodeRemoveTabBar(ImGuiDockNode* node)
17072
0
{
17073
0
    if (node->TabBar == NULL)
17074
0
        return;
17075
0
    IM_DELETE(node->TabBar);
17076
0
    node->TabBar = NULL;
17077
0
}
17078
17079
static bool DockNodeIsDropAllowedOne(ImGuiWindow* payload, ImGuiWindow* host_window)
17080
0
{
17081
0
    if (host_window->DockNodeAsHost && host_window->DockNodeAsHost->IsDockSpace() && payload->BeginOrderWithinContext < host_window->BeginOrderWithinContext)
17082
0
        return false;
17083
17084
0
    ImGuiWindowClass* host_class = host_window->DockNodeAsHost ? &host_window->DockNodeAsHost->WindowClass : &host_window->WindowClass;
17085
0
    ImGuiWindowClass* payload_class = &payload->WindowClass;
17086
0
    if (host_class->ClassId != payload_class->ClassId)
17087
0
    {
17088
0
        bool pass = false;
17089
0
        if (host_class->ClassId != 0 && host_class->DockingAllowUnclassed && payload_class->ClassId == 0)
17090
0
            pass = true;
17091
0
        if (payload_class->ClassId != 0 && payload_class->DockingAllowUnclassed && host_class->ClassId == 0)
17092
0
            pass = true;
17093
0
        if (!pass)
17094
0
            return false;
17095
0
    }
17096
17097
    // Prevent docking any window created above a popup
17098
    // Technically we should support it (e.g. in the case of a long-lived modal window that had fancy docking features),
17099
    // by e.g. adding a 'if (!ImGui::IsWindowWithinBeginStackOf(host_window, popup_window))' test.
17100
    // But it would requires more work on our end because the dock host windows is technically created in NewFrame()
17101
    // and our ->ParentXXX and ->RootXXX pointers inside windows are currently mislading or lacking.
17102
0
    ImGuiContext& g = *GImGui;
17103
0
    for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--)
17104
0
        if (ImGuiWindow* popup_window = g.OpenPopupStack[i].Window)
17105
0
            if (ImGui::IsWindowWithinBeginStackOf(payload, popup_window))   // Payload is created from within a popup begin stack.
17106
0
                return false;
17107
17108
0
    return true;
17109
0
}
17110
17111
static bool ImGui::DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* root_payload)
17112
0
{
17113
0
    if (root_payload->DockNodeAsHost && root_payload->DockNodeAsHost->IsSplitNode()) // FIXME-DOCK: Missing filtering
17114
0
        return true;
17115
17116
0
    const int payload_count = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows.Size : 1;
17117
0
    for (int payload_n = 0; payload_n < payload_count; payload_n++)
17118
0
    {
17119
0
        ImGuiWindow* payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows[payload_n] : root_payload;
17120
0
        if (DockNodeIsDropAllowedOne(payload, host_window))
17121
0
            return true;
17122
0
    }
17123
0
    return false;
17124
0
}
17125
17126
// window menu button == collapse button when not in a dock node.
17127
// FIXME: This is similar to RenderWindowTitleBarContents(), may want to share code.
17128
static void ImGui::DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos)
17129
0
{
17130
0
    ImGuiContext& g = *GImGui;
17131
0
    ImGuiStyle& style = g.Style;
17132
17133
0
    ImRect r = ImRect(node->Pos.x, node->Pos.y, node->Pos.x + node->Size.x, node->Pos.y + g.FontSize + g.Style.FramePadding.y * 2.0f);
17134
0
    if (out_title_rect) { *out_title_rect = r; }
17135
17136
0
    r.Min.x += style.WindowBorderSize;
17137
0
    r.Max.x -= style.WindowBorderSize;
17138
17139
0
    float button_sz = g.FontSize;
17140
0
    r.Min.x += style.FramePadding.x;
17141
0
    r.Max.x -= style.FramePadding.x;
17142
0
    ImVec2 window_menu_button_pos = ImVec2(r.Min.x, r.Min.y + style.FramePadding.y);
17143
0
    if (node->HasCloseButton)
17144
0
    {
17145
0
        if (out_close_button_pos) *out_close_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y);
17146
0
        r.Max.x -= button_sz + style.ItemInnerSpacing.x;
17147
0
    }
17148
0
    if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Left)
17149
0
    {
17150
0
        r.Min.x += button_sz + style.ItemInnerSpacing.x;
17151
0
    }
17152
0
    else if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Right)
17153
0
    {
17154
0
        window_menu_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y);
17155
0
        r.Max.x -= button_sz + style.ItemInnerSpacing.x;
17156
0
    }
17157
0
    if (out_tab_bar_rect) { *out_tab_bar_rect = r; }
17158
0
    if (out_window_menu_button_pos) { *out_window_menu_button_pos = window_menu_button_pos; }
17159
0
}
17160
17161
void ImGui::DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired)
17162
0
{
17163
0
    ImGuiContext& g = *GImGui;
17164
0
    const float dock_spacing = g.Style.ItemInnerSpacing.x;
17165
0
    const ImGuiAxis axis = (dir == ImGuiDir_Left || dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
17166
0
    pos_new[axis ^ 1] = pos_old[axis ^ 1];
17167
0
    size_new[axis ^ 1] = size_old[axis ^ 1];
17168
17169
    // Distribute size on given axis (with a desired size or equally)
17170
0
    const float w_avail = size_old[axis] - dock_spacing;
17171
0
    if (size_new_desired[axis] > 0.0f && size_new_desired[axis] <= w_avail * 0.5f)
17172
0
    {
17173
0
        size_new[axis] = size_new_desired[axis];
17174
0
        size_old[axis] = IM_TRUNC(w_avail - size_new[axis]);
17175
0
    }
17176
0
    else
17177
0
    {
17178
0
        size_new[axis] = IM_TRUNC(w_avail * 0.5f);
17179
0
        size_old[axis] = IM_TRUNC(w_avail - size_new[axis]);
17180
0
    }
17181
17182
    // Position each node
17183
0
    if (dir == ImGuiDir_Right || dir == ImGuiDir_Down)
17184
0
    {
17185
0
        pos_new[axis] = pos_old[axis] + size_old[axis] + dock_spacing;
17186
0
    }
17187
0
    else if (dir == ImGuiDir_Left || dir == ImGuiDir_Up)
17188
0
    {
17189
0
        pos_new[axis] = pos_old[axis];
17190
0
        pos_old[axis] = pos_new[axis] + size_new[axis] + dock_spacing;
17191
0
    }
17192
0
}
17193
17194
// Retrieve the drop rectangles for a given direction or for the center + perform hit testing.
17195
bool ImGui::DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_r, bool outer_docking, ImVec2* test_mouse_pos)
17196
0
{
17197
0
    ImGuiContext& g = *GImGui;
17198
17199
0
    const float parent_smaller_axis = ImMin(parent.GetWidth(), parent.GetHeight());
17200
0
    const float hs_for_central_nodes = ImMin(g.FontSize * 1.5f, ImMax(g.FontSize * 0.5f, parent_smaller_axis / 8.0f));
17201
0
    float hs_w; // Half-size, longer axis
17202
0
    float hs_h; // Half-size, smaller axis
17203
0
    ImVec2 off; // Distance from edge or center
17204
0
    if (outer_docking)
17205
0
    {
17206
        //hs_w = ImTrunc(ImClamp(parent_smaller_axis - hs_for_central_nodes * 4.0f, g.FontSize * 0.5f, g.FontSize * 8.0f));
17207
        //hs_h = ImTrunc(hs_w * 0.15f);
17208
        //off = ImVec2(ImTrunc(parent.GetWidth() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h), ImTrunc(parent.GetHeight() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h));
17209
0
        hs_w = ImTrunc(hs_for_central_nodes * 1.50f);
17210
0
        hs_h = ImTrunc(hs_for_central_nodes * 0.80f);
17211
0
        off = ImTrunc(ImVec2(parent.GetWidth() * 0.5f - hs_h, parent.GetHeight() * 0.5f - hs_h));
17212
0
    }
17213
0
    else
17214
0
    {
17215
0
        hs_w = ImTrunc(hs_for_central_nodes);
17216
0
        hs_h = ImTrunc(hs_for_central_nodes * 0.90f);
17217
0
        off = ImTrunc(ImVec2(hs_w * 2.40f, hs_w * 2.40f));
17218
0
    }
17219
17220
0
    ImVec2 c = ImTrunc(parent.GetCenter());
17221
0
    if      (dir == ImGuiDir_None)  { out_r = ImRect(c.x - hs_w, c.y - hs_w,         c.x + hs_w, c.y + hs_w);         }
17222
0
    else if (dir == ImGuiDir_Up)    { out_r = ImRect(c.x - hs_w, c.y - off.y - hs_h, c.x + hs_w, c.y - off.y + hs_h); }
17223
0
    else if (dir == ImGuiDir_Down)  { out_r = ImRect(c.x - hs_w, c.y + off.y - hs_h, c.x + hs_w, c.y + off.y + hs_h); }
17224
0
    else if (dir == ImGuiDir_Left)  { out_r = ImRect(c.x - off.x - hs_h, c.y - hs_w, c.x - off.x + hs_h, c.y + hs_w); }
17225
0
    else if (dir == ImGuiDir_Right) { out_r = ImRect(c.x + off.x - hs_h, c.y - hs_w, c.x + off.x + hs_h, c.y + hs_w); }
17226
17227
0
    if (test_mouse_pos == NULL)
17228
0
        return false;
17229
17230
0
    ImRect hit_r = out_r;
17231
0
    if (!outer_docking)
17232
0
    {
17233
        // Custom hit testing for the 5-way selection, designed to reduce flickering when moving diagonally between sides
17234
0
        hit_r.Expand(ImTrunc(hs_w * 0.30f));
17235
0
        ImVec2 mouse_delta = (*test_mouse_pos - c);
17236
0
        float mouse_delta_len2 = ImLengthSqr(mouse_delta);
17237
0
        float r_threshold_center = hs_w * 1.4f;
17238
0
        float r_threshold_sides = hs_w * (1.4f + 1.2f);
17239
0
        if (mouse_delta_len2 < r_threshold_center * r_threshold_center)
17240
0
            return (dir == ImGuiDir_None);
17241
0
        if (mouse_delta_len2 < r_threshold_sides * r_threshold_sides)
17242
0
            return (dir == ImGetDirQuadrantFromDelta(mouse_delta.x, mouse_delta.y));
17243
0
    }
17244
0
    return hit_r.Contains(*test_mouse_pos);
17245
0
}
17246
17247
// host_node may be NULL if the window doesn't have a DockNode already.
17248
// FIXME-DOCK: This is misnamed since it's also doing the filtering.
17249
static void ImGui::DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* data, bool is_explicit_target, bool is_outer_docking)
17250
0
{
17251
0
    ImGuiContext& g = *GImGui;
17252
17253
    // There is an edge case when docking into a dockspace which only has inactive nodes.
17254
    // In this case DockNodeTreeFindNodeByPos() will have selected a leaf node which is inactive.
17255
    // Because the inactive leaf node doesn't have proper pos/size yet, we'll use the root node as reference.
17256
0
    if (payload_node == NULL)
17257
0
        payload_node = payload_window->DockNodeAsHost;
17258
0
    ImGuiDockNode* ref_node_for_rect = (host_node && !host_node->IsVisible) ? DockNodeGetRootNode(host_node) : host_node;
17259
0
    if (ref_node_for_rect)
17260
0
        IM_ASSERT(ref_node_for_rect->IsVisible == true);
17261
17262
    // Filter, figure out where we are allowed to dock
17263
0
    ImGuiDockNodeFlags src_node_flags = payload_node ? payload_node->MergedFlags : payload_window->WindowClass.DockNodeFlagsOverrideSet;
17264
0
    ImGuiDockNodeFlags dst_node_flags = host_node ? host_node->MergedFlags : host_window->WindowClass.DockNodeFlagsOverrideSet;
17265
0
    data->IsCenterAvailable = true;
17266
0
    if (is_outer_docking)
17267
0
        data->IsCenterAvailable = false;
17268
0
    else if (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverMe)
17269
0
        data->IsCenterAvailable = false;
17270
0
    else if (host_node && (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverCentralNode) && host_node->IsCentralNode())
17271
0
        data->IsCenterAvailable = false;
17272
0
    else if ((!host_node || !host_node->IsEmpty()) && payload_node && payload_node->IsSplitNode() && (payload_node->OnlyNodeWithWindows == NULL)) // Is _visibly_ split?
17273
0
        data->IsCenterAvailable = false;
17274
0
    else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverOther) && (!host_node || !host_node->IsEmpty()))
17275
0
        data->IsCenterAvailable = false;
17276
0
    else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverEmpty) && host_node && host_node->IsEmpty())
17277
0
        data->IsCenterAvailable = false;
17278
17279
0
    data->IsSidesAvailable = true;
17280
0
    if ((dst_node_flags & ImGuiDockNodeFlags_NoDockingSplit) || g.IO.ConfigDockingNoSplit)
17281
0
        data->IsSidesAvailable = false;
17282
0
    else if (!is_outer_docking && host_node && host_node->ParentNode == NULL && host_node->IsCentralNode())
17283
0
        data->IsSidesAvailable = false;
17284
0
    else if (src_node_flags & ImGuiDockNodeFlags_NoDockingSplitOther)
17285
0
        data->IsSidesAvailable = false;
17286
17287
    // Build a tentative future node (reuse same structure because it is practical. Shape will be readjusted when previewing a split)
17288
0
    data->FutureNode.HasCloseButton = (host_node ? host_node->HasCloseButton : host_window->HasCloseButton) || (payload_window->HasCloseButton);
17289
0
    data->FutureNode.HasWindowMenuButton = host_node ? true : ((host_window->Flags & ImGuiWindowFlags_NoCollapse) == 0);
17290
0
    data->FutureNode.Pos = ref_node_for_rect ? ref_node_for_rect->Pos : host_window->Pos;
17291
0
    data->FutureNode.Size = ref_node_for_rect ? ref_node_for_rect->Size : host_window->Size;
17292
17293
    // Calculate drop shapes geometry for allowed splitting directions
17294
0
    IM_ASSERT(ImGuiDir_None == -1);
17295
0
    data->SplitNode = host_node;
17296
0
    data->SplitDir = ImGuiDir_None;
17297
0
    data->IsSplitDirExplicit = false;
17298
0
    if (!host_window->Collapsed)
17299
0
        for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++)
17300
0
        {
17301
0
            if (dir == ImGuiDir_None && !data->IsCenterAvailable)
17302
0
                continue;
17303
0
            if (dir != ImGuiDir_None && !data->IsSidesAvailable)
17304
0
                continue;
17305
0
            if (DockNodeCalcDropRectsAndTestMousePos(data->FutureNode.Rect(), (ImGuiDir)dir, data->DropRectsDraw[dir+1], is_outer_docking, &g.IO.MousePos))
17306
0
            {
17307
0
                data->SplitDir = (ImGuiDir)dir;
17308
0
                data->IsSplitDirExplicit = true;
17309
0
            }
17310
0
        }
17311
17312
    // When docking without holding Shift, we only allow and preview docking when hovering over a drop rect or over the title bar
17313
0
    data->IsDropAllowed = (data->SplitDir != ImGuiDir_None) || (data->IsCenterAvailable);
17314
0
    if (!is_explicit_target && !data->IsSplitDirExplicit && !g.IO.ConfigDockingWithShift)
17315
0
        data->IsDropAllowed = false;
17316
17317
    // Calculate split area
17318
0
    data->SplitRatio = 0.0f;
17319
0
    if (data->SplitDir != ImGuiDir_None)
17320
0
    {
17321
0
        ImGuiDir split_dir = data->SplitDir;
17322
0
        ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
17323
0
        ImVec2 pos_new, pos_old = data->FutureNode.Pos;
17324
0
        ImVec2 size_new, size_old = data->FutureNode.Size;
17325
0
        DockNodeCalcSplitRects(pos_old, size_old, pos_new, size_new, split_dir, payload_window->Size);
17326
17327
        // Calculate split ratio so we can pass it down the docking request
17328
0
        float split_ratio = ImSaturate(size_new[split_axis] / data->FutureNode.Size[split_axis]);
17329
0
        data->FutureNode.Pos = pos_new;
17330
0
        data->FutureNode.Size = size_new;
17331
0
        data->SplitRatio = (split_dir == ImGuiDir_Right || split_dir == ImGuiDir_Down) ? (1.0f - split_ratio) : (split_ratio);
17332
0
    }
17333
0
}
17334
17335
static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* root_payload, const ImGuiDockPreviewData* data)
17336
0
{
17337
0
    ImGuiContext& g = *GImGui;
17338
0
    IM_ASSERT(g.CurrentWindow == host_window);   // Because we rely on font size to calculate tab sizes
17339
17340
    // With this option, we only display the preview on the target viewport, and the payload viewport is made transparent.
17341
    // To compensate for the single layer obstructed by the payload, we'll increase the alpha of the preview nodes.
17342
0
    const bool is_transparent_payload = g.IO.ConfigDockingTransparentPayload;
17343
17344
    // In case the two windows involved are on different viewports, we will draw the overlay on each of them.
17345
0
    int overlay_draw_lists_count = 0;
17346
0
    ImDrawList* overlay_draw_lists[2];
17347
0
    overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(host_window->Viewport);
17348
0
    if (host_window->Viewport != root_payload->Viewport && !is_transparent_payload)
17349
0
        overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(root_payload->Viewport);
17350
17351
    // Draw main preview rectangle
17352
0
    const ImU32 overlay_col_main = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.60f : 0.40f);
17353
0
    const ImU32 overlay_col_drop = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.90f : 0.70f);
17354
0
    const ImU32 overlay_col_drop_hovered = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 1.20f : 1.00f);
17355
0
    const ImU32 overlay_col_lines = GetColorU32(ImGuiCol_NavWindowingHighlight, is_transparent_payload ? 0.80f : 0.60f);
17356
17357
    // Display area preview
17358
0
    const bool can_preview_tabs = (root_payload->DockNodeAsHost == NULL || root_payload->DockNodeAsHost->Windows.Size > 0);
17359
0
    if (data->IsDropAllowed)
17360
0
    {
17361
0
        ImRect overlay_rect = data->FutureNode.Rect();
17362
0
        if (data->SplitDir == ImGuiDir_None && can_preview_tabs)
17363
0
            overlay_rect.Min.y += GetFrameHeight();
17364
0
        if (data->SplitDir != ImGuiDir_None || data->IsCenterAvailable)
17365
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
17366
0
                overlay_draw_lists[overlay_n]->AddRectFilled(overlay_rect.Min, overlay_rect.Max, overlay_col_main, host_window->WindowRounding, CalcRoundingFlagsForRectInRect(overlay_rect, host_window->Rect(), g.Style.DockingSeparatorSize));
17367
0
    }
17368
17369
    // Display tab shape/label preview unless we are splitting node (it generally makes the situation harder to read)
17370
0
    if (data->IsDropAllowed && can_preview_tabs && data->SplitDir == ImGuiDir_None && data->IsCenterAvailable)
17371
0
    {
17372
        // Compute target tab bar geometry so we can locate our preview tabs
17373
0
        ImRect tab_bar_rect;
17374
0
        DockNodeCalcTabBarLayout(&data->FutureNode, NULL, &tab_bar_rect, NULL, NULL);
17375
0
        ImVec2 tab_pos = tab_bar_rect.Min;
17376
0
        if (host_node && host_node->TabBar)
17377
0
        {
17378
0
            if (!host_node->IsHiddenTabBar() && !host_node->IsNoTabBar())
17379
0
                tab_pos.x += host_node->TabBar->WidthAllTabs + g.Style.ItemInnerSpacing.x; // We don't use OffsetNewTab because when using non-persistent-order tab bar it is incremented with each Tab submission.
17380
0
            else
17381
0
                tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_node->Windows[0]).x;
17382
0
        }
17383
0
        else if (!(host_window->Flags & ImGuiWindowFlags_DockNodeHost))
17384
0
        {
17385
0
            tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_window).x; // Account for slight offset which will be added when changing from title bar to tab bar
17386
0
        }
17387
17388
        // Draw tab shape/label preview (payload may be a loose window or a host window carrying multiple tabbed windows)
17389
0
        if (root_payload->DockNodeAsHost)
17390
0
            IM_ASSERT(root_payload->DockNodeAsHost->Windows.Size <= root_payload->DockNodeAsHost->TabBar->Tabs.Size);
17391
0
        ImGuiTabBar* tab_bar_with_payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->TabBar : NULL;
17392
0
        const int payload_count = tab_bar_with_payload ? tab_bar_with_payload->Tabs.Size : 1;
17393
0
        for (int payload_n = 0; payload_n < payload_count; payload_n++)
17394
0
        {
17395
            // DockNode's TabBar may have non-window Tabs manually appended by user
17396
0
            ImGuiWindow* payload_window = tab_bar_with_payload ? tab_bar_with_payload->Tabs[payload_n].Window : root_payload;
17397
0
            if (tab_bar_with_payload && payload_window == NULL)
17398
0
                continue;
17399
0
            if (!DockNodeIsDropAllowedOne(payload_window, host_window))
17400
0
                continue;
17401
17402
            // Calculate the tab bounding box for each payload window
17403
0
            ImVec2 tab_size = TabItemCalcSize(payload_window);
17404
0
            ImRect tab_bb(tab_pos.x, tab_pos.y, tab_pos.x + tab_size.x, tab_pos.y + tab_size.y);
17405
0
            tab_pos.x += tab_size.x + g.Style.ItemInnerSpacing.x;
17406
0
            const ImU32 overlay_col_text = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_Text]);
17407
0
            const ImU32 overlay_col_tabs = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_TabActive]);
17408
0
            PushStyleColor(ImGuiCol_Text, overlay_col_text);
17409
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
17410
0
            {
17411
0
                ImGuiTabItemFlags tab_flags = (payload_window->Flags & ImGuiWindowFlags_UnsavedDocument) ? ImGuiTabItemFlags_UnsavedDocument : 0;
17412
0
                if (!tab_bar_rect.Contains(tab_bb))
17413
0
                    overlay_draw_lists[overlay_n]->PushClipRect(tab_bar_rect.Min, tab_bar_rect.Max);
17414
0
                TabItemBackground(overlay_draw_lists[overlay_n], tab_bb, tab_flags, overlay_col_tabs);
17415
0
                TabItemLabelAndCloseButton(overlay_draw_lists[overlay_n], tab_bb, tab_flags, g.Style.FramePadding, payload_window->Name, 0, 0, false, NULL, NULL);
17416
0
                if (!tab_bar_rect.Contains(tab_bb))
17417
0
                    overlay_draw_lists[overlay_n]->PopClipRect();
17418
0
            }
17419
0
            PopStyleColor();
17420
0
        }
17421
0
    }
17422
17423
    // Display drop boxes
17424
0
    const float overlay_rounding = ImMax(3.0f, g.Style.FrameRounding);
17425
0
    for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++)
17426
0
    {
17427
0
        if (!data->DropRectsDraw[dir + 1].IsInverted())
17428
0
        {
17429
0
            ImRect draw_r = data->DropRectsDraw[dir + 1];
17430
0
            ImRect draw_r_in = draw_r;
17431
0
            draw_r_in.Expand(-2.0f);
17432
0
            ImU32 overlay_col = (data->SplitDir == (ImGuiDir)dir && data->IsSplitDirExplicit) ? overlay_col_drop_hovered : overlay_col_drop;
17433
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
17434
0
            {
17435
0
                ImVec2 center = ImFloor(draw_r_in.GetCenter());
17436
0
                overlay_draw_lists[overlay_n]->AddRectFilled(draw_r.Min, draw_r.Max, overlay_col, overlay_rounding);
17437
0
                overlay_draw_lists[overlay_n]->AddRect(draw_r_in.Min, draw_r_in.Max, overlay_col_lines, overlay_rounding);
17438
0
                if (dir == ImGuiDir_Left || dir == ImGuiDir_Right)
17439
0
                    overlay_draw_lists[overlay_n]->AddLine(ImVec2(center.x, draw_r_in.Min.y), ImVec2(center.x, draw_r_in.Max.y), overlay_col_lines);
17440
0
                if (dir == ImGuiDir_Up || dir == ImGuiDir_Down)
17441
0
                    overlay_draw_lists[overlay_n]->AddLine(ImVec2(draw_r_in.Min.x, center.y), ImVec2(draw_r_in.Max.x, center.y), overlay_col_lines);
17442
0
            }
17443
0
        }
17444
17445
        // Stop after ImGuiDir_None
17446
0
        if ((host_node && (host_node->MergedFlags & ImGuiDockNodeFlags_NoDockingSplit)) || g.IO.ConfigDockingNoSplit)
17447
0
            return;
17448
0
    }
17449
0
}
17450
17451
//-----------------------------------------------------------------------------
17452
// Docking: ImGuiDockNode Tree manipulation functions
17453
//-----------------------------------------------------------------------------
17454
// - DockNodeTreeSplit()
17455
// - DockNodeTreeMerge()
17456
// - DockNodeTreeUpdatePosSize()
17457
// - DockNodeTreeUpdateSplitterFindTouchingNode()
17458
// - DockNodeTreeUpdateSplitter()
17459
// - DockNodeTreeFindFallbackLeafNode()
17460
// - DockNodeTreeFindNodeByPos()
17461
//-----------------------------------------------------------------------------
17462
17463
void ImGui::DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_inheritor_child_idx, float split_ratio, ImGuiDockNode* new_node)
17464
0
{
17465
0
    ImGuiContext& g = *GImGui;
17466
0
    IM_ASSERT(split_axis != ImGuiAxis_None);
17467
17468
0
    ImGuiDockNode* child_0 = (new_node && split_inheritor_child_idx != 0) ? new_node : DockContextAddNode(ctx, 0);
17469
0
    child_0->ParentNode = parent_node;
17470
17471
0
    ImGuiDockNode* child_1 = (new_node && split_inheritor_child_idx != 1) ? new_node : DockContextAddNode(ctx, 0);
17472
0
    child_1->ParentNode = parent_node;
17473
17474
0
    ImGuiDockNode* child_inheritor = (split_inheritor_child_idx == 0) ? child_0 : child_1;
17475
0
    DockNodeMoveChildNodes(child_inheritor, parent_node);
17476
0
    parent_node->ChildNodes[0] = child_0;
17477
0
    parent_node->ChildNodes[1] = child_1;
17478
0
    parent_node->ChildNodes[split_inheritor_child_idx]->VisibleWindow = parent_node->VisibleWindow;
17479
0
    parent_node->SplitAxis = split_axis;
17480
0
    parent_node->VisibleWindow = NULL;
17481
0
    parent_node->AuthorityForPos = parent_node->AuthorityForSize = ImGuiDataAuthority_DockNode;
17482
17483
0
    float size_avail = (parent_node->Size[split_axis] - g.Style.DockingSeparatorSize);
17484
0
    size_avail = ImMax(size_avail, g.Style.WindowMinSize[split_axis] * 2.0f);
17485
0
    IM_ASSERT(size_avail > 0.0f); // If you created a node manually with DockBuilderAddNode(), you need to also call DockBuilderSetNodeSize() before splitting.
17486
0
    child_0->SizeRef = child_1->SizeRef = parent_node->Size;
17487
0
    child_0->SizeRef[split_axis] = ImTrunc(size_avail * split_ratio);
17488
0
    child_1->SizeRef[split_axis] = ImTrunc(size_avail - child_0->SizeRef[split_axis]);
17489
17490
0
    DockNodeMoveWindows(parent_node->ChildNodes[split_inheritor_child_idx], parent_node);
17491
0
    DockSettingsRenameNodeReferences(parent_node->ID, parent_node->ChildNodes[split_inheritor_child_idx]->ID);
17492
0
    DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(parent_node));
17493
0
    DockNodeTreeUpdatePosSize(parent_node, parent_node->Pos, parent_node->Size);
17494
17495
    // Flags transfer (e.g. this is where we transfer the ImGuiDockNodeFlags_CentralNode property)
17496
0
    child_0->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
17497
0
    child_1->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
17498
0
    child_inheritor->LocalFlags = parent_node->LocalFlags & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17499
0
    parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17500
0
    child_0->UpdateMergedFlags();
17501
0
    child_1->UpdateMergedFlags();
17502
0
    parent_node->UpdateMergedFlags();
17503
0
    if (child_inheritor->IsCentralNode())
17504
0
        DockNodeGetRootNode(parent_node)->CentralNode = child_inheritor;
17505
0
}
17506
17507
void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child)
17508
0
{
17509
    // When called from DockContextProcessUndockNode() it is possible that one of the child is NULL.
17510
0
    ImGuiContext& g = *GImGui;
17511
0
    ImGuiDockNode* child_0 = parent_node->ChildNodes[0];
17512
0
    ImGuiDockNode* child_1 = parent_node->ChildNodes[1];
17513
0
    IM_ASSERT(child_0 || child_1);
17514
0
    IM_ASSERT(merge_lead_child == child_0 || merge_lead_child == child_1);
17515
0
    if ((child_0 && child_0->Windows.Size > 0) || (child_1 && child_1->Windows.Size > 0))
17516
0
    {
17517
0
        IM_ASSERT(parent_node->TabBar == NULL);
17518
0
        IM_ASSERT(parent_node->Windows.Size == 0);
17519
0
    }
17520
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeTreeMerge: 0x%08X + 0x%08X back into parent 0x%08X\n", child_0 ? child_0->ID : 0, child_1 ? child_1->ID : 0, parent_node->ID);
17521
17522
0
    ImVec2 backup_last_explicit_size = parent_node->SizeRef;
17523
0
    DockNodeMoveChildNodes(parent_node, merge_lead_child);
17524
0
    if (child_0)
17525
0
    {
17526
0
        DockNodeMoveWindows(parent_node, child_0); // Generally only 1 of the 2 child node will have windows
17527
0
        DockSettingsRenameNodeReferences(child_0->ID, parent_node->ID);
17528
0
    }
17529
0
    if (child_1)
17530
0
    {
17531
0
        DockNodeMoveWindows(parent_node, child_1);
17532
0
        DockSettingsRenameNodeReferences(child_1->ID, parent_node->ID);
17533
0
    }
17534
0
    DockNodeApplyPosSizeToWindows(parent_node);
17535
0
    parent_node->AuthorityForPos = parent_node->AuthorityForSize = parent_node->AuthorityForViewport = ImGuiDataAuthority_Auto;
17536
0
    parent_node->VisibleWindow = merge_lead_child->VisibleWindow;
17537
0
    parent_node->SizeRef = backup_last_explicit_size;
17538
17539
    // Flags transfer
17540
0
    parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; // Preserve Dockspace flag
17541
0
    parent_node->LocalFlags |= (child_0 ? child_0->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17542
0
    parent_node->LocalFlags |= (child_1 ? child_1->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17543
0
    parent_node->LocalFlagsInWindows = (child_0 ? child_0->LocalFlagsInWindows : 0) | (child_1 ? child_1->LocalFlagsInWindows : 0); // FIXME: Would be more consistent to update from actual windows
17544
0
    parent_node->UpdateMergedFlags();
17545
17546
0
    if (child_0)
17547
0
    {
17548
0
        ctx->DockContext.Nodes.SetVoidPtr(child_0->ID, NULL);
17549
0
        IM_DELETE(child_0);
17550
0
    }
17551
0
    if (child_1)
17552
0
    {
17553
0
        ctx->DockContext.Nodes.SetVoidPtr(child_1->ID, NULL);
17554
0
        IM_DELETE(child_1);
17555
0
    }
17556
0
}
17557
17558
// Update Pos/Size for a node hierarchy (don't affect child Windows yet)
17559
// (Depth-first, Pre-Order)
17560
void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node)
17561
0
{
17562
    // During the regular dock node update we write to all nodes.
17563
    // 'only_write_to_single_node' is only set when turning a node visible mid-frame and we need its size right-away.
17564
0
    ImGuiContext& g = *GImGui;
17565
0
    const bool write_to_node = only_write_to_single_node == NULL || only_write_to_single_node == node;
17566
0
    if (write_to_node)
17567
0
    {
17568
0
        node->Pos = pos;
17569
0
        node->Size = size;
17570
0
    }
17571
17572
0
    if (node->IsLeafNode())
17573
0
        return;
17574
17575
0
    ImGuiDockNode* child_0 = node->ChildNodes[0];
17576
0
    ImGuiDockNode* child_1 = node->ChildNodes[1];
17577
0
    ImVec2 child_0_pos = pos, child_1_pos = pos;
17578
0
    ImVec2 child_0_size = size, child_1_size = size;
17579
17580
0
    const bool child_0_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_0));
17581
0
    const bool child_1_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_1));
17582
0
    const bool child_0_is_or_will_be_visible = child_0->IsVisible || child_0_is_toward_single_node;
17583
0
    const bool child_1_is_or_will_be_visible = child_1->IsVisible || child_1_is_toward_single_node;
17584
17585
0
    if (child_0_is_or_will_be_visible && child_1_is_or_will_be_visible)
17586
0
    {
17587
0
        const float spacing = g.Style.DockingSeparatorSize;
17588
0
        const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis;
17589
0
        const float size_avail = ImMax(size[axis] - spacing, 0.0f);
17590
17591
        // Size allocation policy
17592
        // 1) The first 0..WindowMinSize[axis]*2 are allocated evenly to both windows.
17593
0
        const float size_min_each = ImTrunc(ImMin(size_avail, g.Style.WindowMinSize[axis] * 2.0f) * 0.5f);
17594
17595
        // FIXME: Blocks 2) and 3) are essentially doing nearly the same thing.
17596
        // Difference are: write-back to SizeRef; application of a minimum size; rounding before ImTrunc()
17597
        // Clarify and rework differences between Size & SizeRef and purpose of WantLockSizeOnce
17598
17599
        // 2) Process locked absolute size (during a splitter resize we preserve the child of nodes not touching the splitter edge)
17600
0
        if (child_0->WantLockSizeOnce && !child_1->WantLockSizeOnce)
17601
0
        {
17602
0
            child_0_size[axis] = child_0->SizeRef[axis] = ImMin(size_avail - 1.0f, child_0->Size[axis]);
17603
0
            child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]);
17604
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
17605
0
        }
17606
0
        else if (child_1->WantLockSizeOnce && !child_0->WantLockSizeOnce)
17607
0
        {
17608
0
            child_1_size[axis] = child_1->SizeRef[axis] = ImMin(size_avail - 1.0f, child_1->Size[axis]);
17609
0
            child_0_size[axis] = child_0->SizeRef[axis] = (size_avail - child_1_size[axis]);
17610
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
17611
0
        }
17612
0
        else if (child_0->WantLockSizeOnce && child_1->WantLockSizeOnce)
17613
0
        {
17614
            // FIXME-DOCK: We cannot honor the requested size, so apply ratio.
17615
            // Currently this path will only be taken if code programmatically sets WantLockSizeOnce
17616
0
            float split_ratio = child_0_size[axis] / (child_0_size[axis] + child_1_size[axis]);
17617
0
            child_0_size[axis] = child_0->SizeRef[axis] = ImTrunc(size_avail * split_ratio);
17618
0
            child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]);
17619
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
17620
0
        }
17621
17622
        // 3) If one window is the central node (~ use remaining space, should be made explicit!), use explicit size from the other, and remainder for the central node
17623
0
        else if (child_0->SizeRef[axis] != 0.0f && child_1->HasCentralNodeChild)
17624
0
        {
17625
0
            child_0_size[axis] = ImMin(size_avail - size_min_each, child_0->SizeRef[axis]);
17626
0
            child_1_size[axis] = (size_avail - child_0_size[axis]);
17627
0
        }
17628
0
        else if (child_1->SizeRef[axis] != 0.0f && child_0->HasCentralNodeChild)
17629
0
        {
17630
0
            child_1_size[axis] = ImMin(size_avail - size_min_each, child_1->SizeRef[axis]);
17631
0
            child_0_size[axis] = (size_avail - child_1_size[axis]);
17632
0
        }
17633
0
        else
17634
0
        {
17635
            // 4) Otherwise distribute according to the relative ratio of each SizeRef value
17636
0
            float split_ratio = child_0->SizeRef[axis] / (child_0->SizeRef[axis] + child_1->SizeRef[axis]);
17637
0
            child_0_size[axis] = ImMax(size_min_each, ImTrunc(size_avail * split_ratio + 0.5f));
17638
0
            child_1_size[axis] = (size_avail - child_0_size[axis]);
17639
0
        }
17640
17641
0
        child_1_pos[axis] += spacing + child_0_size[axis];
17642
0
    }
17643
17644
0
    if (only_write_to_single_node == NULL)
17645
0
        child_0->WantLockSizeOnce = child_1->WantLockSizeOnce = false;
17646
17647
0
    const bool child_0_recurse = only_write_to_single_node ? child_0_is_toward_single_node : child_0->IsVisible;
17648
0
    const bool child_1_recurse = only_write_to_single_node ? child_1_is_toward_single_node : child_1->IsVisible;
17649
0
    if (child_0_recurse)
17650
0
        DockNodeTreeUpdatePosSize(child_0, child_0_pos, child_0_size);
17651
0
    if (child_1_recurse)
17652
0
        DockNodeTreeUpdatePosSize(child_1, child_1_pos, child_1_size);
17653
0
}
17654
17655
static void DockNodeTreeUpdateSplitterFindTouchingNode(ImGuiDockNode* node, ImGuiAxis axis, int side, ImVector<ImGuiDockNode*>* touching_nodes)
17656
0
{
17657
0
    if (node->IsLeafNode())
17658
0
    {
17659
0
        touching_nodes->push_back(node);
17660
0
        return;
17661
0
    }
17662
0
    if (node->ChildNodes[0]->IsVisible)
17663
0
        if (node->SplitAxis != axis || side == 0 || !node->ChildNodes[1]->IsVisible)
17664
0
            DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[0], axis, side, touching_nodes);
17665
0
    if (node->ChildNodes[1]->IsVisible)
17666
0
        if (node->SplitAxis != axis || side == 1 || !node->ChildNodes[0]->IsVisible)
17667
0
            DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[1], axis, side, touching_nodes);
17668
0
}
17669
17670
// (Depth-First, Pre-Order)
17671
void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node)
17672
0
{
17673
0
    if (node->IsLeafNode())
17674
0
        return;
17675
17676
0
    ImGuiContext& g = *GImGui;
17677
17678
0
    ImGuiDockNode* child_0 = node->ChildNodes[0];
17679
0
    ImGuiDockNode* child_1 = node->ChildNodes[1];
17680
0
    if (child_0->IsVisible && child_1->IsVisible)
17681
0
    {
17682
        // Bounding box of the splitter cover the space between both nodes (w = Spacing, h = Size[xy^1] for when splitting horizontally)
17683
0
        const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis;
17684
0
        IM_ASSERT(axis != ImGuiAxis_None);
17685
0
        ImRect bb;
17686
0
        bb.Min = child_0->Pos;
17687
0
        bb.Max = child_1->Pos;
17688
0
        bb.Min[axis] += child_0->Size[axis];
17689
0
        bb.Max[axis ^ 1] += child_1->Size[axis ^ 1];
17690
        //if (g.IO.KeyCtrl) GetForegroundDrawList(g.CurrentWindow->Viewport)->AddRect(bb.Min, bb.Max, IM_COL32(255,0,255,255));
17691
17692
0
        const ImGuiDockNodeFlags merged_flags = child_0->MergedFlags | child_1->MergedFlags; // Merged flags for BOTH childs
17693
0
        const ImGuiDockNodeFlags no_resize_axis_flag = (axis == ImGuiAxis_X) ? ImGuiDockNodeFlags_NoResizeX : ImGuiDockNodeFlags_NoResizeY;
17694
0
        if ((merged_flags & ImGuiDockNodeFlags_NoResize) || (merged_flags & no_resize_axis_flag))
17695
0
        {
17696
0
            ImGuiWindow* window = g.CurrentWindow;
17697
0
            window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator), g.Style.FrameRounding);
17698
0
        }
17699
0
        else
17700
0
        {
17701
            //bb.Min[axis] += 1; // Display a little inward so highlight doesn't connect with nearby tabs on the neighbor node.
17702
            //bb.Max[axis] -= 1;
17703
0
            PushID(node->ID);
17704
17705
            // Find resizing limits by gathering list of nodes that are touching the splitter line.
17706
0
            ImVector<ImGuiDockNode*> touching_nodes[2];
17707
0
            float min_size = g.Style.WindowMinSize[axis];
17708
0
            float resize_limits[2];
17709
0
            resize_limits[0] = node->ChildNodes[0]->Pos[axis] + min_size;
17710
0
            resize_limits[1] = node->ChildNodes[1]->Pos[axis] + node->ChildNodes[1]->Size[axis] - min_size;
17711
17712
0
            ImGuiID splitter_id = GetID("##Splitter");
17713
0
            if (g.ActiveId == splitter_id) // Only process when splitter is active
17714
0
            {
17715
0
                DockNodeTreeUpdateSplitterFindTouchingNode(child_0, axis, 1, &touching_nodes[0]);
17716
0
                DockNodeTreeUpdateSplitterFindTouchingNode(child_1, axis, 0, &touching_nodes[1]);
17717
0
                for (int touching_node_n = 0; touching_node_n < touching_nodes[0].Size; touching_node_n++)
17718
0
                    resize_limits[0] = ImMax(resize_limits[0], touching_nodes[0][touching_node_n]->Rect().Min[axis] + min_size);
17719
0
                for (int touching_node_n = 0; touching_node_n < touching_nodes[1].Size; touching_node_n++)
17720
0
                    resize_limits[1] = ImMin(resize_limits[1], touching_nodes[1][touching_node_n]->Rect().Max[axis] - min_size);
17721
17722
                // [DEBUG] Render touching nodes & limits
17723
                /*
17724
                ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
17725
                for (int n = 0; n < 2; n++)
17726
                {
17727
                    for (int touching_node_n = 0; touching_node_n < touching_nodes[n].Size; touching_node_n++)
17728
                        draw_list->AddRect(touching_nodes[n][touching_node_n]->Pos, touching_nodes[n][touching_node_n]->Pos + touching_nodes[n][touching_node_n]->Size, IM_COL32(0, 255, 0, 255));
17729
                    if (axis == ImGuiAxis_X)
17730
                        draw_list->AddLine(ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y), ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y + node->ChildNodes[n]->Size.y), IM_COL32(255, 0, 255, 255), 3.0f);
17731
                    else
17732
                        draw_list->AddLine(ImVec2(node->ChildNodes[n]->Pos.x, resize_limits[n]), ImVec2(node->ChildNodes[n]->Pos.x + node->ChildNodes[n]->Size.x, resize_limits[n]), IM_COL32(255, 0, 255, 255), 3.0f);
17733
                }
17734
                */
17735
0
            }
17736
17737
            // Use a short delay before highlighting the splitter (and changing the mouse cursor) in order for regular mouse movement to not highlight many splitters
17738
0
            float cur_size_0 = child_0->Size[axis];
17739
0
            float cur_size_1 = child_1->Size[axis];
17740
0
            float min_size_0 = resize_limits[0] - child_0->Pos[axis];
17741
0
            float min_size_1 = child_1->Pos[axis] + child_1->Size[axis] - resize_limits[1];
17742
0
            ImU32 bg_col = GetColorU32(ImGuiCol_WindowBg);
17743
0
            if (SplitterBehavior(bb, GetID("##Splitter"), axis, &cur_size_0, &cur_size_1, min_size_0, min_size_1, WINDOWS_HOVER_PADDING, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER, bg_col))
17744
0
            {
17745
0
                if (touching_nodes[0].Size > 0 && touching_nodes[1].Size > 0)
17746
0
                {
17747
0
                    child_0->Size[axis] = child_0->SizeRef[axis] = cur_size_0;
17748
0
                    child_1->Pos[axis] -= cur_size_1 - child_1->Size[axis];
17749
0
                    child_1->Size[axis] = child_1->SizeRef[axis] = cur_size_1;
17750
17751
                    // Lock the size of every node that is a sibling of the node we are touching
17752
                    // This might be less desirable if we can merge sibling of a same axis into the same parental level.
17753
0
                    for (int side_n = 0; side_n < 2; side_n++)
17754
0
                        for (int touching_node_n = 0; touching_node_n < touching_nodes[side_n].Size; touching_node_n++)
17755
0
                        {
17756
0
                            ImGuiDockNode* touching_node = touching_nodes[side_n][touching_node_n];
17757
                            //ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
17758
                            //draw_list->AddRect(touching_node->Pos, touching_node->Pos + touching_node->Size, IM_COL32(255, 128, 0, 255));
17759
0
                            while (touching_node->ParentNode != node)
17760
0
                            {
17761
0
                                if (touching_node->ParentNode->SplitAxis == axis)
17762
0
                                {
17763
                                    // Mark other node so its size will be preserved during the upcoming call to DockNodeTreeUpdatePosSize().
17764
0
                                    ImGuiDockNode* node_to_preserve = touching_node->ParentNode->ChildNodes[side_n];
17765
0
                                    node_to_preserve->WantLockSizeOnce = true;
17766
                                    //draw_list->AddRect(touching_node->Pos, touching_node->Rect().Max, IM_COL32(255, 0, 0, 255));
17767
                                    //draw_list->AddRectFilled(node_to_preserve->Pos, node_to_preserve->Rect().Max, IM_COL32(0, 255, 0, 100));
17768
0
                                }
17769
0
                                touching_node = touching_node->ParentNode;
17770
0
                            }
17771
0
                        }
17772
17773
0
                    DockNodeTreeUpdatePosSize(child_0, child_0->Pos, child_0->Size);
17774
0
                    DockNodeTreeUpdatePosSize(child_1, child_1->Pos, child_1->Size);
17775
0
                    MarkIniSettingsDirty();
17776
0
                }
17777
0
            }
17778
0
            PopID();
17779
0
        }
17780
0
    }
17781
17782
0
    if (child_0->IsVisible)
17783
0
        DockNodeTreeUpdateSplitter(child_0);
17784
0
    if (child_1->IsVisible)
17785
0
        DockNodeTreeUpdateSplitter(child_1);
17786
0
}
17787
17788
ImGuiDockNode* ImGui::DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node)
17789
0
{
17790
0
    if (node->IsLeafNode())
17791
0
        return node;
17792
0
    if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[0]))
17793
0
        return leaf_node;
17794
0
    if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[1]))
17795
0
        return leaf_node;
17796
0
    return NULL;
17797
0
}
17798
17799
ImGuiDockNode* ImGui::DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos)
17800
0
{
17801
0
    if (!node->IsVisible)
17802
0
        return NULL;
17803
17804
0
    const float dock_spacing = 0.0f;// g.Style.ItemInnerSpacing.x; // FIXME: Relation to DOCKING_SPLITTER_SIZE?
17805
0
    ImRect r(node->Pos, node->Pos + node->Size);
17806
0
    r.Expand(dock_spacing * 0.5f);
17807
0
    bool inside = r.Contains(pos);
17808
0
    if (!inside)
17809
0
        return NULL;
17810
17811
0
    if (node->IsLeafNode())
17812
0
        return node;
17813
0
    if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[0], pos))
17814
0
        return hovered_node;
17815
0
    if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[1], pos))
17816
0
        return hovered_node;
17817
17818
    // This means we are hovering over the splitter/spacing of a parent node
17819
0
    return node;
17820
0
}
17821
17822
//-----------------------------------------------------------------------------
17823
// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport)
17824
//-----------------------------------------------------------------------------
17825
// - SetWindowDock() [Internal]
17826
// - DockSpace()
17827
// - DockSpaceOverViewport()
17828
//-----------------------------------------------------------------------------
17829
17830
// [Internal] Called via SetNextWindowDockID()
17831
void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond)
17832
0
{
17833
    // Test condition (NB: bit 0 is always true) and clear flags for next time
17834
0
    if (cond && (window->SetWindowDockAllowFlags & cond) == 0)
17835
0
        return;
17836
0
    window->SetWindowDockAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
17837
17838
0
    if (window->DockId == dock_id)
17839
0
        return;
17840
17841
    // If the user attempt to set a dock id that is a split node, we'll dig within to find a suitable docking spot
17842
0
    ImGuiContext* ctx = GImGui;
17843
0
    if (ImGuiDockNode* new_node = DockContextFindNodeByID(ctx, dock_id))
17844
0
        if (new_node->IsSplitNode())
17845
0
        {
17846
            // Policy: Find central node or latest focused node. We first move back to our root node.
17847
0
            new_node = DockNodeGetRootNode(new_node);
17848
0
            if (new_node->CentralNode)
17849
0
            {
17850
0
                IM_ASSERT(new_node->CentralNode->IsCentralNode());
17851
0
                dock_id = new_node->CentralNode->ID;
17852
0
            }
17853
0
            else
17854
0
            {
17855
0
                dock_id = new_node->LastFocusedNodeId;
17856
0
            }
17857
0
        }
17858
17859
0
    if (window->DockId == dock_id)
17860
0
        return;
17861
17862
0
    if (window->DockNode)
17863
0
        DockNodeRemoveWindow(window->DockNode, window, 0);
17864
0
    window->DockId = dock_id;
17865
0
}
17866
17867
// Create an explicit dockspace node within an existing window. Also expose dock node flags and creates a CentralNode by default.
17868
// The Central Node is always displayed even when empty and shrink/extend according to the requested size of its neighbors.
17869
// DockSpace() needs to be submitted _before_ any window they can host. If you use a dockspace, submit it early in your app.
17870
// When ImGuiDockNodeFlags_KeepAliveOnly is set, nothing is submitted in the current window (function may be called from any location).
17871
ImGuiID ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags flags, const ImGuiWindowClass* window_class)
17872
0
{
17873
0
    ImGuiContext* ctx = GImGui;
17874
0
    ImGuiContext& g = *ctx;
17875
0
    ImGuiWindow* window = GetCurrentWindowRead();
17876
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
17877
0
        return 0;
17878
17879
    // Early out if parent window is hidden/collapsed
17880
    // This is faster but also DockNodeUpdateTabBar() relies on TabBarLayout() running (which won't if SkipItems=true) to set NextSelectedTabId = 0). See #2960.
17881
    // If for whichever reason this is causing problem we would need to ensure that DockNodeUpdateTabBar() ends up clearing NextSelectedTabId even if SkipItems=true.
17882
0
    if (window->SkipItems)
17883
0
        flags |= ImGuiDockNodeFlags_KeepAliveOnly;
17884
0
    if ((flags & ImGuiDockNodeFlags_KeepAliveOnly) == 0)
17885
0
        window = GetCurrentWindow(); // call to set window->WriteAccessed = true;
17886
17887
0
    IM_ASSERT((flags & ImGuiDockNodeFlags_DockSpace) == 0);
17888
0
    IM_ASSERT(id != 0);
17889
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, id);
17890
0
    if (!node)
17891
0
    {
17892
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X created\n", id);
17893
0
        node = DockContextAddNode(ctx, id);
17894
0
        node->SetLocalFlags(ImGuiDockNodeFlags_CentralNode);
17895
0
    }
17896
0
    if (window_class && window_class->ClassId != node->WindowClass.ClassId)
17897
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X: setup WindowClass 0x%08X -> 0x%08X\n", id, node->WindowClass.ClassId, window_class->ClassId);
17898
0
    node->SharedFlags = flags;
17899
0
    node->WindowClass = window_class ? *window_class : ImGuiWindowClass();
17900
17901
    // When a DockSpace transitioned form implicit to explicit this may be called a second time
17902
    // It is possible that the node has already been claimed by a docked window which appeared before the DockSpace() node, so we overwrite IsDockSpace again.
17903
0
    if (node->LastFrameActive == g.FrameCount && !(flags & ImGuiDockNodeFlags_KeepAliveOnly))
17904
0
    {
17905
0
        IM_ASSERT(node->IsDockSpace() == false && "Cannot call DockSpace() twice a frame with the same ID");
17906
0
        node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace);
17907
0
        return id;
17908
0
    }
17909
0
    node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace);
17910
17911
    // Keep alive mode, this is allow windows docked into this node so stay docked even if they are not visible
17912
0
    if (flags & ImGuiDockNodeFlags_KeepAliveOnly)
17913
0
    {
17914
0
        node->LastFrameAlive = g.FrameCount;
17915
0
        return id;
17916
0
    }
17917
17918
0
    const ImVec2 content_avail = GetContentRegionAvail();
17919
0
    ImVec2 size = ImTrunc(size_arg);
17920
0
    if (size.x <= 0.0f)
17921
0
        size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues)
17922
0
    if (size.y <= 0.0f)
17923
0
        size.y = ImMax(content_avail.y + size.y, 4.0f);
17924
0
    IM_ASSERT(size.x > 0.0f && size.y > 0.0f);
17925
17926
0
    node->Pos = window->DC.CursorPos;
17927
0
    node->Size = node->SizeRef = size;
17928
0
    SetNextWindowPos(node->Pos);
17929
0
    SetNextWindowSize(node->Size);
17930
0
    g.NextWindowData.PosUndock = false;
17931
17932
    // FIXME-DOCK: Why do we need a child window to host a dockspace, could we host it in the existing window?
17933
    // FIXME-DOCK: What is the reason for not simply calling BeginChild()? (OK to have a reason but should be commented)
17934
0
    ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_DockNodeHost;
17935
0
    window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar;
17936
0
    window_flags |= ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse;
17937
0
    window_flags |= ImGuiWindowFlags_NoBackground;
17938
17939
0
    char title[256];
17940
0
    ImFormatString(title, IM_ARRAYSIZE(title), "%s/DockSpace_%08X", window->Name, id);
17941
17942
0
    PushStyleVar(ImGuiStyleVar_ChildBorderSize, 0.0f);
17943
0
    Begin(title, NULL, window_flags);
17944
0
    PopStyleVar();
17945
17946
0
    ImGuiWindow* host_window = g.CurrentWindow;
17947
0
    DockNodeSetupHostWindow(node, host_window);
17948
0
    host_window->ChildId = window->GetID(title);
17949
0
    node->OnlyNodeWithWindows = NULL;
17950
17951
0
    IM_ASSERT(node->IsRootNode());
17952
17953
    // We need to handle the rare case were a central node is missing.
17954
    // This can happen if the node was first created manually with DockBuilderAddNode() but _without_ the ImGuiDockNodeFlags_Dockspace.
17955
    // Doing it correctly would set the _CentralNode flags, which would then propagate according to subsequent split.
17956
    // It would also be ambiguous to attempt to assign a central node while there are split nodes, so we wait until there's a single node remaining.
17957
    // The specific sub-property of _CentralNode we are interested in recovering here is the "Don't delete when empty" property,
17958
    // as it doesn't make sense for an empty dockspace to not have this property.
17959
0
    if (node->IsLeafNode() && !node->IsCentralNode())
17960
0
        node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
17961
17962
    // Update the node
17963
0
    DockNodeUpdate(node);
17964
17965
0
    End();
17966
17967
0
    ImRect bb(node->Pos, node->Pos + size);
17968
0
    ItemSize(size);
17969
0
    ItemAdd(bb, id, NULL, ImGuiItemFlags_NoNav); // Not a nav point (could be, would need to draw the nav rect and replicate/refactor activation from BeginChild(), but seems like CTRL+Tab works better here?)
17970
0
    if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && IsWindowChildOf(g.HoveredWindow, host_window, false, true)) // To fullfill IsItemHovered(), similar to EndChild()
17971
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
17972
17973
0
    return id;
17974
0
}
17975
17976
// Tips: Use with ImGuiDockNodeFlags_PassthruCentralNode!
17977
// The limitation with this call is that your window won't have a menu bar.
17978
// Even though we could pass window flags, it would also require the user to be able to call BeginMenuBar() somehow meaning we can't Begin/End in a single function.
17979
// But you can also use BeginMainMenuBar(). If you really want a menu bar inside the same window as the one hosting the dockspace, you will need to copy this code somewhere and tweak it.
17980
ImGuiID ImGui::DockSpaceOverViewport(const ImGuiViewport* viewport, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class)
17981
0
{
17982
0
    if (viewport == NULL)
17983
0
        viewport = GetMainViewport();
17984
17985
0
    SetNextWindowPos(viewport->WorkPos);
17986
0
    SetNextWindowSize(viewport->WorkSize);
17987
0
    SetNextWindowViewport(viewport->ID);
17988
17989
0
    ImGuiWindowFlags host_window_flags = 0;
17990
0
    host_window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking;
17991
0
    host_window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
17992
0
    if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode)
17993
0
        host_window_flags |= ImGuiWindowFlags_NoBackground;
17994
17995
0
    char label[32];
17996
0
    ImFormatString(label, IM_ARRAYSIZE(label), "DockSpaceViewport_%08X", viewport->ID);
17997
17998
0
    PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
17999
0
    PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
18000
0
    PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
18001
0
    Begin(label, NULL, host_window_flags);
18002
0
    PopStyleVar(3);
18003
18004
0
    ImGuiID dockspace_id = GetID("DockSpace");
18005
0
    DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags, window_class);
18006
0
    End();
18007
18008
0
    return dockspace_id;
18009
0
}
18010
18011
//-----------------------------------------------------------------------------
18012
// Docking: Builder Functions
18013
//-----------------------------------------------------------------------------
18014
// Very early end-user API to manipulate dock nodes.
18015
// Only available in imgui_internal.h. Expect this API to change/break!
18016
// It is expected that those functions are all called _before_ the dockspace node submission.
18017
//-----------------------------------------------------------------------------
18018
// - DockBuilderDockWindow()
18019
// - DockBuilderGetNode()
18020
// - DockBuilderSetNodePos()
18021
// - DockBuilderSetNodeSize()
18022
// - DockBuilderAddNode()
18023
// - DockBuilderRemoveNode()
18024
// - DockBuilderRemoveNodeChildNodes()
18025
// - DockBuilderRemoveNodeDockedWindows()
18026
// - DockBuilderSplitNode()
18027
// - DockBuilderCopyNodeRec()
18028
// - DockBuilderCopyNode()
18029
// - DockBuilderCopyWindowSettings()
18030
// - DockBuilderCopyDockSpace()
18031
// - DockBuilderFinish()
18032
//-----------------------------------------------------------------------------
18033
18034
void ImGui::DockBuilderDockWindow(const char* window_name, ImGuiID node_id)
18035
0
{
18036
    // We don't preserve relative order of multiple docked windows (by clearing DockOrder back to -1)
18037
0
    ImGuiContext& g = *GImGui; IM_UNUSED(g);
18038
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderDockWindow '%s' to node 0x%08X\n", window_name, node_id);
18039
0
    ImGuiID window_id = ImHashStr(window_name);
18040
0
    if (ImGuiWindow* window = FindWindowByID(window_id))
18041
0
    {
18042
        // Apply to created window
18043
0
        ImGuiID prev_node_id = window->DockId;
18044
0
        SetWindowDock(window, node_id, ImGuiCond_Always);
18045
0
        if (window->DockId != prev_node_id)
18046
0
            window->DockOrder = -1;
18047
0
    }
18048
0
    else
18049
0
    {
18050
        // Apply to settings
18051
0
        ImGuiWindowSettings* settings = FindWindowSettingsByID(window_id);
18052
0
        if (settings == NULL)
18053
0
            settings = CreateNewWindowSettings(window_name);
18054
0
        if (settings->DockId != node_id)
18055
0
            settings->DockOrder = -1;
18056
0
        settings->DockId = node_id;
18057
0
    }
18058
0
}
18059
18060
ImGuiDockNode* ImGui::DockBuilderGetNode(ImGuiID node_id)
18061
0
{
18062
0
    ImGuiContext* ctx = GImGui;
18063
0
    return DockContextFindNodeByID(ctx, node_id);
18064
0
}
18065
18066
void ImGui::DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos)
18067
0
{
18068
0
    ImGuiContext* ctx = GImGui;
18069
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id);
18070
0
    if (node == NULL)
18071
0
        return;
18072
0
    node->Pos = pos;
18073
0
    node->AuthorityForPos = ImGuiDataAuthority_DockNode;
18074
0
}
18075
18076
void ImGui::DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size)
18077
0
{
18078
0
    ImGuiContext* ctx = GImGui;
18079
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id);
18080
0
    if (node == NULL)
18081
0
        return;
18082
0
    IM_ASSERT(size.x > 0.0f && size.y > 0.0f);
18083
0
    node->Size = node->SizeRef = size;
18084
0
    node->AuthorityForSize = ImGuiDataAuthority_DockNode;
18085
0
}
18086
18087
// Make sure to use the ImGuiDockNodeFlags_DockSpace flag to create a dockspace node! Otherwise this will create a floating node!
18088
// - Floating node: you can then call DockBuilderSetNodePos()/DockBuilderSetNodeSize() to position and size the floating node.
18089
// - Dockspace node: calling DockBuilderSetNodePos() is unnecessary.
18090
// - If you intend to split a node immediately after creation using DockBuilderSplitNode(), make sure to call DockBuilderSetNodeSize() beforehand!
18091
//   For various reason, the splitting code currently needs a base size otherwise space may not be allocated as precisely as you would expect.
18092
// - Use (id == 0) to let the system allocate a node identifier.
18093
// - Existing node with a same id will be removed.
18094
ImGuiID ImGui::DockBuilderAddNode(ImGuiID node_id, ImGuiDockNodeFlags flags)
18095
0
{
18096
0
    ImGuiContext* ctx = GImGui;
18097
0
    ImGuiContext& g = *ctx; IM_UNUSED(g);
18098
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderAddNode 0x%08X flags=%08X\n", node_id, flags);
18099
18100
0
    if (node_id != 0)
18101
0
        DockBuilderRemoveNode(node_id);
18102
18103
0
    ImGuiDockNode* node = NULL;
18104
0
    if (flags & ImGuiDockNodeFlags_DockSpace)
18105
0
    {
18106
0
        DockSpace(node_id, ImVec2(0, 0), (flags & ~ImGuiDockNodeFlags_DockSpace) | ImGuiDockNodeFlags_KeepAliveOnly);
18107
0
        node = DockContextFindNodeByID(ctx, node_id);
18108
0
    }
18109
0
    else
18110
0
    {
18111
0
        node = DockContextAddNode(ctx, node_id);
18112
0
        node->SetLocalFlags(flags);
18113
0
    }
18114
0
    node->LastFrameAlive = ctx->FrameCount;   // Set this otherwise BeginDocked will undock during the same frame.
18115
0
    return node->ID;
18116
0
}
18117
18118
void ImGui::DockBuilderRemoveNode(ImGuiID node_id)
18119
0
{
18120
0
    ImGuiContext* ctx = GImGui;
18121
0
    ImGuiContext& g = *ctx; IM_UNUSED(g);
18122
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderRemoveNode 0x%08X\n", node_id);
18123
18124
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id);
18125
0
    if (node == NULL)
18126
0
        return;
18127
0
    DockBuilderRemoveNodeDockedWindows(node_id, true);
18128
0
    DockBuilderRemoveNodeChildNodes(node_id);
18129
    // Node may have moved or deleted if e.g. any merge happened
18130
0
    node = DockContextFindNodeByID(ctx, node_id);
18131
0
    if (node == NULL)
18132
0
        return;
18133
0
    if (node->IsCentralNode() && node->ParentNode)
18134
0
        node->ParentNode->SetLocalFlags(node->ParentNode->LocalFlags | ImGuiDockNodeFlags_CentralNode);
18135
0
    DockContextRemoveNode(ctx, node, true);
18136
0
}
18137
18138
// root_id = 0 to remove all, root_id != 0 to remove child of given node.
18139
void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id)
18140
0
{
18141
0
    ImGuiContext* ctx = GImGui;
18142
0
    ImGuiDockContext* dc  = &ctx->DockContext;
18143
18144
0
    ImGuiDockNode* root_node = root_id ? DockContextFindNodeByID(ctx, root_id) : NULL;
18145
0
    if (root_id && root_node == NULL)
18146
0
        return;
18147
0
    bool has_central_node = false;
18148
18149
0
    ImGuiDataAuthority backup_root_node_authority_for_pos = root_node ? root_node->AuthorityForPos : ImGuiDataAuthority_Auto;
18150
0
    ImGuiDataAuthority backup_root_node_authority_for_size = root_node ? root_node->AuthorityForSize : ImGuiDataAuthority_Auto;
18151
18152
    // Process active windows
18153
0
    ImVector<ImGuiDockNode*> nodes_to_remove;
18154
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
18155
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
18156
0
        {
18157
0
            bool want_removal = (root_id == 0) || (node->ID != root_id && DockNodeGetRootNode(node)->ID == root_id);
18158
0
            if (want_removal)
18159
0
            {
18160
0
                if (node->IsCentralNode())
18161
0
                    has_central_node = true;
18162
0
                if (root_id != 0)
18163
0
                    DockContextQueueNotifyRemovedNode(ctx, node);
18164
0
                if (root_node)
18165
0
                {
18166
0
                    DockNodeMoveWindows(root_node, node);
18167
0
                    DockSettingsRenameNodeReferences(node->ID, root_node->ID);
18168
0
                }
18169
0
                nodes_to_remove.push_back(node);
18170
0
            }
18171
0
        }
18172
18173
    // DockNodeMoveWindows->DockNodeAddWindow will normally set those when reaching two windows (which is only adequate during interactive merge)
18174
    // Make sure we don't lose our current pos/size. (FIXME-DOCK: Consider tidying up that code in DockNodeAddWindow instead)
18175
0
    if (root_node)
18176
0
    {
18177
0
        root_node->AuthorityForPos = backup_root_node_authority_for_pos;
18178
0
        root_node->AuthorityForSize = backup_root_node_authority_for_size;
18179
0
    }
18180
18181
    // Apply to settings
18182
0
    for (ImGuiWindowSettings* settings = ctx->SettingsWindows.begin(); settings != NULL; settings = ctx->SettingsWindows.next_chunk(settings))
18183
0
        if (ImGuiID window_settings_dock_id = settings->DockId)
18184
0
            for (int n = 0; n < nodes_to_remove.Size; n++)
18185
0
                if (nodes_to_remove[n]->ID == window_settings_dock_id)
18186
0
                {
18187
0
                    settings->DockId = root_id;
18188
0
                    break;
18189
0
                }
18190
18191
    // Not really efficient, but easier to destroy a whole hierarchy considering DockContextRemoveNode is attempting to merge nodes
18192
0
    if (nodes_to_remove.Size > 1)
18193
0
        ImQsort(nodes_to_remove.Data, nodes_to_remove.Size, sizeof(ImGuiDockNode*), DockNodeComparerDepthMostFirst);
18194
0
    for (int n = 0; n < nodes_to_remove.Size; n++)
18195
0
        DockContextRemoveNode(ctx, nodes_to_remove[n], false);
18196
18197
0
    if (root_id == 0)
18198
0
    {
18199
0
        dc->Nodes.Clear();
18200
0
        dc->Requests.clear();
18201
0
    }
18202
0
    else if (has_central_node)
18203
0
    {
18204
0
        root_node->CentralNode = root_node;
18205
0
        root_node->SetLocalFlags(root_node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
18206
0
    }
18207
0
}
18208
18209
void ImGui::DockBuilderRemoveNodeDockedWindows(ImGuiID root_id, bool clear_settings_refs)
18210
0
{
18211
    // Clear references in settings
18212
0
    ImGuiContext* ctx = GImGui;
18213
0
    ImGuiContext& g = *ctx;
18214
0
    if (clear_settings_refs)
18215
0
    {
18216
0
        for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18217
0
        {
18218
0
            bool want_removal = (root_id == 0) || (settings->DockId == root_id);
18219
0
            if (!want_removal && settings->DockId != 0)
18220
0
                if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, settings->DockId))
18221
0
                    if (DockNodeGetRootNode(node)->ID == root_id)
18222
0
                        want_removal = true;
18223
0
            if (want_removal)
18224
0
                settings->DockId = 0;
18225
0
        }
18226
0
    }
18227
18228
    // Clear references in windows
18229
0
    for (int n = 0; n < g.Windows.Size; n++)
18230
0
    {
18231
0
        ImGuiWindow* window = g.Windows[n];
18232
0
        bool want_removal = (root_id == 0) || (window->DockNode && DockNodeGetRootNode(window->DockNode)->ID == root_id) || (window->DockNodeAsHost && window->DockNodeAsHost->ID == root_id);
18233
0
        if (want_removal)
18234
0
        {
18235
0
            const ImGuiID backup_dock_id = window->DockId;
18236
0
            IM_UNUSED(backup_dock_id);
18237
0
            DockContextProcessUndockWindow(ctx, window, clear_settings_refs);
18238
0
            if (!clear_settings_refs)
18239
0
                IM_ASSERT(window->DockId == backup_dock_id);
18240
0
        }
18241
0
    }
18242
0
}
18243
18244
// If 'out_id_at_dir' or 'out_id_at_opposite_dir' are non NULL, the function will write out the ID of the two new nodes created.
18245
// Return value is ID of the node at the specified direction, so same as (*out_id_at_dir) if that pointer is set.
18246
// FIXME-DOCK: We are not exposing nor using split_outer.
18247
ImGuiID ImGui::DockBuilderSplitNode(ImGuiID id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir)
18248
0
{
18249
0
    ImGuiContext& g = *GImGui;
18250
0
    IM_ASSERT(split_dir != ImGuiDir_None);
18251
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderSplitNode: node 0x%08X, split_dir %d\n", id, split_dir);
18252
18253
0
    ImGuiDockNode* node = DockContextFindNodeByID(&g, id);
18254
0
    if (node == NULL)
18255
0
    {
18256
0
        IM_ASSERT(node != NULL);
18257
0
        return 0;
18258
0
    }
18259
18260
0
    IM_ASSERT(!node->IsSplitNode()); // Assert if already Split
18261
18262
0
    ImGuiDockRequest req;
18263
0
    req.Type = ImGuiDockRequestType_Split;
18264
0
    req.DockTargetWindow = NULL;
18265
0
    req.DockTargetNode = node;
18266
0
    req.DockPayload = NULL;
18267
0
    req.DockSplitDir = split_dir;
18268
0
    req.DockSplitRatio = ImSaturate((split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? size_ratio_for_node_at_dir : 1.0f - size_ratio_for_node_at_dir);
18269
0
    req.DockSplitOuter = false;
18270
0
    DockContextProcessDock(&g, &req);
18271
18272
0
    ImGuiID id_at_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 0 : 1]->ID;
18273
0
    ImGuiID id_at_opposite_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0]->ID;
18274
0
    if (out_id_at_dir)
18275
0
        *out_id_at_dir = id_at_dir;
18276
0
    if (out_id_at_opposite_dir)
18277
0
        *out_id_at_opposite_dir = id_at_opposite_dir;
18278
0
    return id_at_dir;
18279
0
}
18280
18281
static ImGuiDockNode* DockBuilderCopyNodeRec(ImGuiDockNode* src_node, ImGuiID dst_node_id_if_known, ImVector<ImGuiID>* out_node_remap_pairs)
18282
0
{
18283
0
    ImGuiContext& g = *GImGui;
18284
0
    ImGuiDockNode* dst_node = ImGui::DockContextAddNode(&g, dst_node_id_if_known);
18285
0
    dst_node->SharedFlags = src_node->SharedFlags;
18286
0
    dst_node->LocalFlags = src_node->LocalFlags;
18287
0
    dst_node->LocalFlagsInWindows = ImGuiDockNodeFlags_None;
18288
0
    dst_node->Pos = src_node->Pos;
18289
0
    dst_node->Size = src_node->Size;
18290
0
    dst_node->SizeRef = src_node->SizeRef;
18291
0
    dst_node->SplitAxis = src_node->SplitAxis;
18292
0
    dst_node->UpdateMergedFlags();
18293
18294
0
    out_node_remap_pairs->push_back(src_node->ID);
18295
0
    out_node_remap_pairs->push_back(dst_node->ID);
18296
18297
0
    for (int child_n = 0; child_n < IM_ARRAYSIZE(src_node->ChildNodes); child_n++)
18298
0
        if (src_node->ChildNodes[child_n])
18299
0
        {
18300
0
            dst_node->ChildNodes[child_n] = DockBuilderCopyNodeRec(src_node->ChildNodes[child_n], 0, out_node_remap_pairs);
18301
0
            dst_node->ChildNodes[child_n]->ParentNode = dst_node;
18302
0
        }
18303
18304
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] Fork node %08X -> %08X (%d childs)\n", src_node->ID, dst_node->ID, dst_node->IsSplitNode() ? 2 : 0);
18305
0
    return dst_node;
18306
0
}
18307
18308
void ImGui::DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector<ImGuiID>* out_node_remap_pairs)
18309
0
{
18310
0
    ImGuiContext* ctx = GImGui;
18311
0
    IM_ASSERT(src_node_id != 0);
18312
0
    IM_ASSERT(dst_node_id != 0);
18313
0
    IM_ASSERT(out_node_remap_pairs != NULL);
18314
18315
0
    DockBuilderRemoveNode(dst_node_id);
18316
18317
0
    ImGuiDockNode* src_node = DockContextFindNodeByID(ctx, src_node_id);
18318
0
    IM_ASSERT(src_node != NULL);
18319
18320
0
    out_node_remap_pairs->clear();
18321
0
    DockBuilderCopyNodeRec(src_node, dst_node_id, out_node_remap_pairs);
18322
18323
0
    IM_ASSERT((out_node_remap_pairs->Size % 2) == 0);
18324
0
}
18325
18326
void ImGui::DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name)
18327
0
{
18328
0
    ImGuiWindow* src_window = FindWindowByName(src_name);
18329
0
    if (src_window == NULL)
18330
0
        return;
18331
0
    if (ImGuiWindow* dst_window = FindWindowByName(dst_name))
18332
0
    {
18333
0
        dst_window->Pos = src_window->Pos;
18334
0
        dst_window->Size = src_window->Size;
18335
0
        dst_window->SizeFull = src_window->SizeFull;
18336
0
        dst_window->Collapsed = src_window->Collapsed;
18337
0
    }
18338
0
    else
18339
0
    {
18340
0
        ImGuiWindowSettings* dst_settings = FindWindowSettingsByID(ImHashStr(dst_name));
18341
0
        if (!dst_settings)
18342
0
            dst_settings = CreateNewWindowSettings(dst_name);
18343
0
        ImVec2ih window_pos_2ih = ImVec2ih(src_window->Pos);
18344
0
        if (src_window->ViewportId != 0 && src_window->ViewportId != IMGUI_VIEWPORT_DEFAULT_ID)
18345
0
        {
18346
0
            dst_settings->ViewportPos = window_pos_2ih;
18347
0
            dst_settings->ViewportId = src_window->ViewportId;
18348
0
            dst_settings->Pos = ImVec2ih(0, 0);
18349
0
        }
18350
0
        else
18351
0
        {
18352
0
            dst_settings->Pos = window_pos_2ih;
18353
0
        }
18354
0
        dst_settings->Size = ImVec2ih(src_window->SizeFull);
18355
0
        dst_settings->Collapsed = src_window->Collapsed;
18356
0
    }
18357
0
}
18358
18359
// FIXME: Will probably want to change this signature, in particular how the window remapping pairs are passed.
18360
void ImGui::DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector<const char*>* in_window_remap_pairs)
18361
0
{
18362
0
    ImGuiContext& g = *GImGui;
18363
0
    IM_ASSERT(src_dockspace_id != 0);
18364
0
    IM_ASSERT(dst_dockspace_id != 0);
18365
0
    IM_ASSERT(in_window_remap_pairs != NULL);
18366
0
    IM_ASSERT((in_window_remap_pairs->Size % 2) == 0);
18367
18368
    // Duplicate entire dock
18369
    // FIXME: When overwriting dst_dockspace_id, windows that aren't part of our dockspace window class but that are docked in a same node will be split apart,
18370
    // whereas we could attempt to at least keep them together in a new, same floating node.
18371
0
    ImVector<ImGuiID> node_remap_pairs;
18372
0
    DockBuilderCopyNode(src_dockspace_id, dst_dockspace_id, &node_remap_pairs);
18373
18374
    // Attempt to transition all the upcoming windows associated to dst_dockspace_id into the newly created hierarchy of dock nodes
18375
    // (The windows associated to src_dockspace_id are staying in place)
18376
0
    ImVector<ImGuiID> src_windows;
18377
0
    for (int remap_window_n = 0; remap_window_n < in_window_remap_pairs->Size; remap_window_n += 2)
18378
0
    {
18379
0
        const char* src_window_name = (*in_window_remap_pairs)[remap_window_n];
18380
0
        const char* dst_window_name = (*in_window_remap_pairs)[remap_window_n + 1];
18381
0
        ImGuiID src_window_id = ImHashStr(src_window_name);
18382
0
        src_windows.push_back(src_window_id);
18383
18384
        // Search in the remapping tables
18385
0
        ImGuiID src_dock_id = 0;
18386
0
        if (ImGuiWindow* src_window = FindWindowByID(src_window_id))
18387
0
            src_dock_id = src_window->DockId;
18388
0
        else if (ImGuiWindowSettings* src_window_settings = FindWindowSettingsByID(src_window_id))
18389
0
            src_dock_id = src_window_settings->DockId;
18390
0
        ImGuiID dst_dock_id = 0;
18391
0
        for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2)
18392
0
            if (node_remap_pairs[dock_remap_n] == src_dock_id)
18393
0
            {
18394
0
                dst_dock_id = node_remap_pairs[dock_remap_n + 1];
18395
                //node_remap_pairs[dock_remap_n] = node_remap_pairs[dock_remap_n + 1] = 0; // Clear
18396
0
                break;
18397
0
            }
18398
18399
0
        if (dst_dock_id != 0)
18400
0
        {
18401
            // Docked windows gets redocked into the new node hierarchy.
18402
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] Remap live window '%s' 0x%08X -> '%s' 0x%08X\n", src_window_name, src_dock_id, dst_window_name, dst_dock_id);
18403
0
            DockBuilderDockWindow(dst_window_name, dst_dock_id);
18404
0
        }
18405
0
        else
18406
0
        {
18407
            // Floating windows gets their settings transferred (regardless of whether the new window already exist or not)
18408
            // When this is leading to a Copy and not a Move, we would get two overlapping floating windows. Could we possibly dock them together?
18409
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window settings '%s' -> '%s'\n", src_window_name, dst_window_name);
18410
0
            DockBuilderCopyWindowSettings(src_window_name, dst_window_name);
18411
0
        }
18412
0
    }
18413
18414
    // Anything else in the source nodes of 'node_remap_pairs' are windows that are not included in the remapping list.
18415
    // Find those windows and move to them to the cloned dock node. This may be optional?
18416
    // Dock those are a second step as undocking would invalidate source dock nodes.
18417
0
    struct DockRemainingWindowTask { ImGuiWindow* Window; ImGuiID DockId; DockRemainingWindowTask(ImGuiWindow* window, ImGuiID dock_id) { Window = window; DockId = dock_id; } };
18418
0
    ImVector<DockRemainingWindowTask> dock_remaining_windows;
18419
0
    for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2)
18420
0
        if (ImGuiID src_dock_id = node_remap_pairs[dock_remap_n])
18421
0
        {
18422
0
            ImGuiID dst_dock_id = node_remap_pairs[dock_remap_n + 1];
18423
0
            ImGuiDockNode* node = DockBuilderGetNode(src_dock_id);
18424
0
            for (int window_n = 0; window_n < node->Windows.Size; window_n++)
18425
0
            {
18426
0
                ImGuiWindow* window = node->Windows[window_n];
18427
0
                if (src_windows.contains(window->ID))
18428
0
                    continue;
18429
18430
                // Docked windows gets redocked into the new node hierarchy.
18431
0
                IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window '%s' %08X -> %08X\n", window->Name, src_dock_id, dst_dock_id);
18432
0
                dock_remaining_windows.push_back(DockRemainingWindowTask(window, dst_dock_id));
18433
0
            }
18434
0
        }
18435
0
    for (const DockRemainingWindowTask& task : dock_remaining_windows)
18436
0
        DockBuilderDockWindow(task.Window->Name, task.DockId);
18437
0
}
18438
18439
// FIXME-DOCK: This is awkward because in series of split user is likely to loose access to its root node.
18440
void ImGui::DockBuilderFinish(ImGuiID root_id)
18441
0
{
18442
0
    ImGuiContext* ctx = GImGui;
18443
    //DockContextRebuild(ctx);
18444
0
    DockContextBuildAddWindowsToNodes(ctx, root_id);
18445
0
}
18446
18447
//-----------------------------------------------------------------------------
18448
// Docking: Begin/End Support Functions (called from Begin/End)
18449
//-----------------------------------------------------------------------------
18450
// - GetWindowAlwaysWantOwnTabBar()
18451
// - DockContextBindNodeToWindow()
18452
// - BeginDocked()
18453
// - BeginDockableDragDropSource()
18454
// - BeginDockableDragDropTarget()
18455
//-----------------------------------------------------------------------------
18456
18457
bool ImGui::GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window)
18458
0
{
18459
0
    ImGuiContext& g = *GImGui;
18460
0
    if (g.IO.ConfigDockingAlwaysTabBar || window->WindowClass.DockingAlwaysTabBar)
18461
0
        if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking)) == 0)
18462
0
            if (!window->IsFallbackWindow)    // We don't support AlwaysTabBar on the fallback/implicit window to avoid unused dock-node overhead/noise
18463
0
                return true;
18464
0
    return false;
18465
0
}
18466
18467
static ImGuiDockNode* ImGui::DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window)
18468
0
{
18469
0
    ImGuiContext& g = *ctx;
18470
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId);
18471
0
    IM_ASSERT(window->DockNode == NULL);
18472
18473
    // We should not be docking into a split node (SetWindowDock should avoid this)
18474
0
    if (node && node->IsSplitNode())
18475
0
    {
18476
0
        DockContextProcessUndockWindow(ctx, window);
18477
0
        return NULL;
18478
0
    }
18479
18480
    // Create node
18481
0
    if (node == NULL)
18482
0
    {
18483
0
        node = DockContextAddNode(ctx, window->DockId);
18484
0
        node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window;
18485
0
        node->LastFrameAlive = g.FrameCount;
18486
0
    }
18487
18488
    // If the node just turned visible and is part of a hierarchy, it doesn't have a Size assigned by DockNodeTreeUpdatePosSize() yet,
18489
    // so we're forcing a Pos/Size update from the first ancestor that is already visible (often it will be the root node).
18490
    // If we don't do this, the window will be assigned a zero-size on its first frame, which won't ideally warm up the layout.
18491
    // This is a little wonky because we don't normally update the Pos/Size of visible node mid-frame.
18492
0
    if (!node->IsVisible)
18493
0
    {
18494
0
        ImGuiDockNode* ancestor_node = node;
18495
0
        while (!ancestor_node->IsVisible && ancestor_node->ParentNode)
18496
0
            ancestor_node = ancestor_node->ParentNode;
18497
0
        IM_ASSERT(ancestor_node->Size.x > 0.0f && ancestor_node->Size.y > 0.0f);
18498
0
        DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(ancestor_node));
18499
0
        DockNodeTreeUpdatePosSize(ancestor_node, ancestor_node->Pos, ancestor_node->Size, node);
18500
0
    }
18501
18502
    // Add window to node
18503
0
    bool node_was_visible = node->IsVisible;
18504
0
    DockNodeAddWindow(node, window, true);
18505
0
    node->IsVisible = node_was_visible; // Don't mark visible right away (so DockContextEndFrame() doesn't render it, maybe other side effects? will see)
18506
0
    IM_ASSERT(node == window->DockNode);
18507
0
    return node;
18508
0
}
18509
18510
void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open)
18511
0
{
18512
0
    ImGuiContext* ctx = GImGui;
18513
0
    ImGuiContext& g = *ctx;
18514
18515
    // Clear fields ahead so most early-out paths don't have to do it
18516
0
    window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false;
18517
18518
0
    const bool auto_dock_node = GetWindowAlwaysWantOwnTabBar(window);
18519
0
    if (auto_dock_node)
18520
0
    {
18521
0
        if (window->DockId == 0)
18522
0
        {
18523
0
            IM_ASSERT(window->DockNode == NULL);
18524
0
            window->DockId = DockContextGenNodeID(ctx);
18525
0
        }
18526
0
    }
18527
0
    else
18528
0
    {
18529
        // Calling SetNextWindowPos() undock windows by default (by setting PosUndock)
18530
0
        bool want_undock = false;
18531
0
        want_undock |= (window->Flags & ImGuiWindowFlags_NoDocking) != 0;
18532
0
        want_undock |= (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) && (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) && g.NextWindowData.PosUndock;
18533
0
        if (want_undock)
18534
0
        {
18535
0
            DockContextProcessUndockWindow(ctx, window);
18536
0
            return;
18537
0
        }
18538
0
    }
18539
18540
    // Bind to our dock node
18541
0
    ImGuiDockNode* node = window->DockNode;
18542
0
    if (node != NULL)
18543
0
        IM_ASSERT(window->DockId == node->ID);
18544
0
    if (window->DockId != 0 && node == NULL)
18545
0
    {
18546
0
        node = DockContextBindNodeToWindow(ctx, window);
18547
0
        if (node == NULL)
18548
0
            return;
18549
0
    }
18550
18551
#if 0
18552
    // Undock if the ImGuiDockNodeFlags_NoDockingInCentralNode got set
18553
    if (node->IsCentralNode && (node->Flags & ImGuiDockNodeFlags_NoDockingInCentralNode))
18554
    {
18555
        DockContextProcessUndockWindow(ctx, window);
18556
        return;
18557
    }
18558
#endif
18559
18560
    // Undock if our dockspace node disappeared
18561
    // Note how we are testing for LastFrameAlive and NOT LastFrameActive. A DockSpace node can be maintained alive while being inactive with ImGuiDockNodeFlags_KeepAliveOnly.
18562
0
    if (node->LastFrameAlive < g.FrameCount)
18563
0
    {
18564
        // If the window has been orphaned, transition the docknode to an implicit node processed in DockContextNewFrameUpdateDocking()
18565
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
18566
0
        if (root_node->LastFrameAlive < g.FrameCount)
18567
0
            DockContextProcessUndockWindow(ctx, window);
18568
0
        else
18569
0
            window->DockIsActive = true;
18570
0
        return;
18571
0
    }
18572
18573
    // Store style overrides
18574
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
18575
0
        window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]);
18576
18577
    // Fast path return. It is common for windows to hold on a persistent DockId but be the only visible window,
18578
    // and never create neither a host window neither a tab bar.
18579
    // FIXME-DOCK: replace ->HostWindow NULL compare with something more explicit (~was initially intended as a first frame test)
18580
0
    if (node->HostWindow == NULL)
18581
0
    {
18582
0
        if (node->State == ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing)
18583
0
            window->DockIsActive = true;
18584
0
        if (node->Windows.Size > 1 && window->Appearing) // Only hide appearing window
18585
0
            DockNodeHideWindowDuringHostWindowCreation(window);
18586
0
        return;
18587
0
    }
18588
18589
    // We can have zero-sized nodes (e.g. children of a small-size dockspace)
18590
0
    IM_ASSERT(node->HostWindow);
18591
0
    IM_ASSERT(node->IsLeafNode());
18592
0
    IM_ASSERT(node->Size.x >= 0.0f && node->Size.y >= 0.0f);
18593
0
    node->State = ImGuiDockNodeState_HostWindowVisible;
18594
18595
    // Undock if we are submitted earlier than the host window
18596
0
    if (!(node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) && window->BeginOrderWithinContext < node->HostWindow->BeginOrderWithinContext)
18597
0
    {
18598
0
        DockContextProcessUndockWindow(ctx, window);
18599
0
        return;
18600
0
    }
18601
18602
    // Position/Size window
18603
0
    SetNextWindowPos(node->Pos);
18604
0
    SetNextWindowSize(node->Size);
18605
0
    g.NextWindowData.PosUndock = false; // Cancel implicit undocking of SetNextWindowPos()
18606
0
    window->DockIsActive = true;
18607
0
    window->DockNodeIsVisible = true;
18608
0
    window->DockTabIsVisible = false;
18609
0
    if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly)
18610
0
        return;
18611
18612
    // When the window is selected we mark it as visible.
18613
0
    if (node->VisibleWindow == window)
18614
0
        window->DockTabIsVisible = true;
18615
18616
    // Update window flag
18617
0
    IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) == 0);
18618
0
    window->Flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_NoResize;
18619
0
    if (node->IsHiddenTabBar() || node->IsNoTabBar())
18620
0
        window->Flags |= ImGuiWindowFlags_NoTitleBar;
18621
0
    else
18622
0
        window->Flags &= ~ImGuiWindowFlags_NoTitleBar;      // Clear the NoTitleBar flag in case the user set it: confusingly enough we need a title bar height so we are correctly offset, but it won't be displayed!
18623
18624
    // Save new dock order only if the window has been visible once already
18625
    // This allows multiple windows to be created in the same frame and have their respective dock orders preserved.
18626
0
    if (node->TabBar && window->WasActive)
18627
0
        window->DockOrder = (short)DockNodeGetTabOrder(window);
18628
18629
0
    if ((node->WantCloseAll || node->WantCloseTabId == window->TabId) && p_open != NULL)
18630
0
        *p_open = false;
18631
18632
    // Update ChildId to allow returning from Child to Parent with Escape
18633
0
    ImGuiWindow* parent_window = window->DockNode->HostWindow;
18634
0
    window->ChildId = parent_window->GetID(window->Name);
18635
0
}
18636
18637
void ImGui::BeginDockableDragDropSource(ImGuiWindow* window)
18638
0
{
18639
0
    ImGuiContext& g = *GImGui;
18640
0
    IM_ASSERT(g.ActiveId == window->MoveId);
18641
0
    IM_ASSERT(g.MovingWindow == window);
18642
0
    IM_ASSERT(g.CurrentWindow == window);
18643
18644
    // 0: Hold SHIFT to disable docking, 1: Hold SHIFT to enable docking.
18645
0
    if (g.IO.ConfigDockingWithShift != g.IO.KeyShift)
18646
0
    {
18647
        // When ConfigDockingWithShift is set, display a tooltip to increase UI affordance.
18648
        // We cannot set for HoveredWindowUnderMovingWindow != NULL here, as it is only valid/useful when drag and drop is already active
18649
        // (because of the 'is_mouse_dragging_with_an_expected_destination' logic in UpdateViewportsNewFrame() function)
18650
0
        if (g.IO.ConfigDockingWithShift && g.MouseStationaryTimer >= 1.0f && g.ActiveId >= 1.0f)
18651
0
            SetTooltip("%s", LocalizeGetMsg(ImGuiLocKey_DockingHoldShiftToDock));
18652
0
        return;
18653
0
    }
18654
18655
0
    g.LastItemData.ID = window->MoveId;
18656
0
    window = window->RootWindowDockTree;
18657
0
    IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0);
18658
0
    bool is_drag_docking = (g.IO.ConfigDockingWithShift) || ImRect(0, 0, window->SizeFull.x, GetFrameHeight()).Contains(g.ActiveIdClickOffset); // FIXME-DOCKING: Need to make this stateful and explicit
18659
0
    if (is_drag_docking && BeginDragDropSource(ImGuiDragDropFlags_SourceNoPreviewTooltip | ImGuiDragDropFlags_SourceNoHoldToOpenOthers | ImGuiDragDropFlags_SourceAutoExpirePayload))
18660
0
    {
18661
0
        SetDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, &window, sizeof(window));
18662
0
        EndDragDropSource();
18663
18664
        // Store style overrides
18665
0
        for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
18666
0
            window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]);
18667
0
    }
18668
0
}
18669
18670
void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window)
18671
0
{
18672
0
    ImGuiContext* ctx = GImGui;
18673
0
    ImGuiContext& g = *ctx;
18674
18675
    //IM_ASSERT(window->RootWindowDockTree == window); // May also be a DockSpace
18676
0
    IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0);
18677
0
    if (!g.DragDropActive)
18678
0
        return;
18679
    //GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
18680
0
    if (!BeginDragDropTargetCustom(window->Rect(), window->ID))
18681
0
        return;
18682
18683
    // Peek into the payload before calling AcceptDragDropPayload() so we can handle overlapping dock nodes with filtering
18684
    // (this is a little unusual pattern, normally most code would call AcceptDragDropPayload directly)
18685
0
    const ImGuiPayload* payload = &g.DragDropPayload;
18686
0
    if (!payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) || !DockNodeIsDropAllowed(window, *(ImGuiWindow**)payload->Data))
18687
0
    {
18688
0
        EndDragDropTarget();
18689
0
        return;
18690
0
    }
18691
18692
0
    ImGuiWindow* payload_window = *(ImGuiWindow**)payload->Data;
18693
0
    if (AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect))
18694
0
    {
18695
        // Select target node
18696
        // (Important: we cannot use g.HoveredDockNode here! Because each of our target node have filters based on payload, each candidate drop target will do its own evaluation)
18697
0
        bool dock_into_floating_window = false;
18698
0
        ImGuiDockNode* node = NULL;
18699
0
        if (window->DockNodeAsHost)
18700
0
        {
18701
            // Cannot assume that node will != NULL even though we passed the rectangle test: it depends on padding/spacing handled by DockNodeTreeFindVisibleNodeByPos().
18702
0
            node = DockNodeTreeFindVisibleNodeByPos(window->DockNodeAsHost, g.IO.MousePos);
18703
18704
            // There is an edge case when docking into a dockspace which only has _inactive_ nodes (because none of the windows are active)
18705
            // In this case we need to fallback into any leaf mode, possibly the central node.
18706
            // FIXME-20181220: We should not have to test for IsLeafNode() here but we have another bug to fix first.
18707
0
            if (node && node->IsDockSpace() && node->IsRootNode())
18708
0
                node = (node->CentralNode && node->IsLeafNode()) ? node->CentralNode : DockNodeTreeFindFallbackLeafNode(node);
18709
0
        }
18710
0
        else
18711
0
        {
18712
0
            if (window->DockNode)
18713
0
                node = window->DockNode;
18714
0
            else
18715
0
                dock_into_floating_window = true; // Dock into a regular window
18716
0
        }
18717
18718
0
        const ImRect explicit_target_rect = (node && node->TabBar && !node->IsHiddenTabBar() && !node->IsNoTabBar()) ? node->TabBar->BarRect : ImRect(window->Pos, window->Pos + ImVec2(window->Size.x, GetFrameHeight()));
18719
0
        const bool is_explicit_target = g.IO.ConfigDockingWithShift || IsMouseHoveringRect(explicit_target_rect.Min, explicit_target_rect.Max);
18720
18721
        // Preview docking request and find out split direction/ratio
18722
        //const bool do_preview = true;     // Ignore testing for payload->IsPreview() which removes one frame of delay, but breaks overlapping drop targets within the same window.
18723
0
        const bool do_preview = payload->IsPreview() || payload->IsDelivery();
18724
0
        if (do_preview && (node != NULL || dock_into_floating_window))
18725
0
        {
18726
            // If we have a non-leaf node it means we are hovering the border of a parent node, in which case only outer markers will appear.
18727
0
            ImGuiDockPreviewData split_inner;
18728
0
            ImGuiDockPreviewData split_outer;
18729
0
            ImGuiDockPreviewData* split_data = &split_inner;
18730
0
            if (node && (node->ParentNode || node->IsCentralNode() || !node->IsLeafNode()))
18731
0
                if (ImGuiDockNode* root_node = DockNodeGetRootNode(node))
18732
0
                {
18733
0
                    DockNodePreviewDockSetup(window, root_node, payload_window, NULL, &split_outer, is_explicit_target, true);
18734
0
                    if (split_outer.IsSplitDirExplicit)
18735
0
                        split_data = &split_outer;
18736
0
                }
18737
0
            if (!node || node->IsLeafNode())
18738
0
                DockNodePreviewDockSetup(window, node, payload_window, NULL, &split_inner, is_explicit_target, false);
18739
0
            if (split_data == &split_outer)
18740
0
                split_inner.IsDropAllowed = false;
18741
18742
            // Draw inner then outer, so that previewed tab (in inner data) will be behind the outer drop boxes
18743
0
            DockNodePreviewDockRender(window, node, payload_window, &split_inner);
18744
0
            DockNodePreviewDockRender(window, node, payload_window, &split_outer);
18745
18746
            // Queue docking request
18747
0
            if (split_data->IsDropAllowed && payload->IsDelivery())
18748
0
                DockContextQueueDock(ctx, window, split_data->SplitNode, payload_window, split_data->SplitDir, split_data->SplitRatio, split_data == &split_outer);
18749
0
        }
18750
0
    }
18751
0
    EndDragDropTarget();
18752
0
}
18753
18754
//-----------------------------------------------------------------------------
18755
// Docking: Settings
18756
//-----------------------------------------------------------------------------
18757
// - DockSettingsRenameNodeReferences()
18758
// - DockSettingsRemoveNodeReferences()
18759
// - DockSettingsFindNodeSettings()
18760
// - DockSettingsHandler_ApplyAll()
18761
// - DockSettingsHandler_ReadOpen()
18762
// - DockSettingsHandler_ReadLine()
18763
// - DockSettingsHandler_DockNodeToSettings()
18764
// - DockSettingsHandler_WriteAll()
18765
//-----------------------------------------------------------------------------
18766
18767
static void ImGui::DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id)
18768
0
{
18769
0
    ImGuiContext& g = *GImGui;
18770
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockSettingsRenameNodeReferences: from 0x%08X -> to 0x%08X\n", old_node_id, new_node_id);
18771
0
    for (int window_n = 0; window_n < g.Windows.Size; window_n++)
18772
0
    {
18773
0
        ImGuiWindow* window = g.Windows[window_n];
18774
0
        if (window->DockId == old_node_id && window->DockNode == NULL)
18775
0
            window->DockId = new_node_id;
18776
0
    }
18777
    //// FIXME-OPT: We could remove this loop by storing the index in the map
18778
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18779
0
        if (settings->DockId == old_node_id)
18780
0
            settings->DockId = new_node_id;
18781
0
}
18782
18783
// Remove references stored in ImGuiWindowSettings to the given ImGuiDockNodeSettings
18784
static void ImGui::DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count)
18785
0
{
18786
0
    ImGuiContext& g = *GImGui;
18787
0
    int found = 0;
18788
    //// FIXME-OPT: We could remove this loop by storing the index in the map
18789
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18790
0
        for (int node_n = 0; node_n < node_ids_count; node_n++)
18791
0
            if (settings->DockId == node_ids[node_n])
18792
0
            {
18793
0
                settings->DockId = 0;
18794
0
                settings->DockOrder = -1;
18795
0
                if (++found < node_ids_count)
18796
0
                    break;
18797
0
                return;
18798
0
            }
18799
0
}
18800
18801
static ImGuiDockNodeSettings* ImGui::DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID id)
18802
0
{
18803
    // FIXME-OPT
18804
0
    ImGuiDockContext* dc  = &ctx->DockContext;
18805
0
    for (int n = 0; n < dc->NodesSettings.Size; n++)
18806
0
        if (dc->NodesSettings[n].ID == id)
18807
0
            return &dc->NodesSettings[n];
18808
0
    return NULL;
18809
0
}
18810
18811
// Clear settings data
18812
static void ImGui::DockSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
18813
0
{
18814
0
    ImGuiDockContext* dc  = &ctx->DockContext;
18815
0
    dc->NodesSettings.clear();
18816
0
    DockContextClearNodes(ctx, 0, true);
18817
0
}
18818
18819
// Recreate nodes based on settings data
18820
static void ImGui::DockSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
18821
0
{
18822
    // Prune settings at boot time only
18823
0
    ImGuiDockContext* dc  = &ctx->DockContext;
18824
0
    if (ctx->Windows.Size == 0)
18825
0
        DockContextPruneUnusedSettingsNodes(ctx);
18826
0
    DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size);
18827
0
    DockContextBuildAddWindowsToNodes(ctx, 0);
18828
0
}
18829
18830
static void* ImGui::DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
18831
0
{
18832
0
    if (strcmp(name, "Data") != 0)
18833
0
        return NULL;
18834
0
    return (void*)1;
18835
0
}
18836
18837
static void ImGui::DockSettingsHandler_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler*, void*, const char* line)
18838
0
{
18839
0
    char c = 0;
18840
0
    int x = 0, y = 0;
18841
0
    int r = 0;
18842
18843
    // Parsing, e.g.
18844
    // " DockNode   ID=0x00000001 Pos=383,193 Size=201,322 Split=Y,0.506 "
18845
    // "   DockNode ID=0x00000002 Parent=0x00000001 "
18846
    // Important: this code expect currently fields in a fixed order.
18847
0
    ImGuiDockNodeSettings node;
18848
0
    line = ImStrSkipBlank(line);
18849
0
    if      (strncmp(line, "DockNode", 8) == 0)  { line = ImStrSkipBlank(line + strlen("DockNode")); }
18850
0
    else if (strncmp(line, "DockSpace", 9) == 0) { line = ImStrSkipBlank(line + strlen("DockSpace")); node.Flags |= ImGuiDockNodeFlags_DockSpace; }
18851
0
    else return;
18852
0
    if (sscanf(line, "ID=0x%08X%n",      &node.ID, &r) == 1)            { line += r; } else return;
18853
0
    if (sscanf(line, " Parent=0x%08X%n", &node.ParentNodeId, &r) == 1)  { line += r; if (node.ParentNodeId == 0) return; }
18854
0
    if (sscanf(line, " Window=0x%08X%n", &node.ParentWindowId, &r) ==1) { line += r; if (node.ParentWindowId == 0) return; }
18855
0
    if (node.ParentNodeId == 0)
18856
0
    {
18857
0
        if (sscanf(line, " Pos=%i,%i%n",  &x, &y, &r) == 2)         { line += r; node.Pos = ImVec2ih((short)x, (short)y); } else return;
18858
0
        if (sscanf(line, " Size=%i,%i%n", &x, &y, &r) == 2)         { line += r; node.Size = ImVec2ih((short)x, (short)y); } else return;
18859
0
    }
18860
0
    else
18861
0
    {
18862
0
        if (sscanf(line, " SizeRef=%i,%i%n", &x, &y, &r) == 2)      { line += r; node.SizeRef = ImVec2ih((short)x, (short)y); }
18863
0
    }
18864
0
    if (sscanf(line, " Split=%c%n", &c, &r) == 1)                   { line += r; if (c == 'X') node.SplitAxis = ImGuiAxis_X; else if (c == 'Y') node.SplitAxis = ImGuiAxis_Y; }
18865
0
    if (sscanf(line, " NoResize=%d%n", &x, &r) == 1)                { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoResize; }
18866
0
    if (sscanf(line, " CentralNode=%d%n", &x, &r) == 1)             { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_CentralNode; }
18867
0
    if (sscanf(line, " NoTabBar=%d%n", &x, &r) == 1)                { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoTabBar; }
18868
0
    if (sscanf(line, " HiddenTabBar=%d%n", &x, &r) == 1)            { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_HiddenTabBar; }
18869
0
    if (sscanf(line, " NoWindowMenuButton=%d%n", &x, &r) == 1)      { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoWindowMenuButton; }
18870
0
    if (sscanf(line, " NoCloseButton=%d%n", &x, &r) == 1)           { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoCloseButton; }
18871
0
    if (sscanf(line, " Selected=0x%08X%n", &node.SelectedTabId,&r) == 1) { line += r; }
18872
0
    if (node.ParentNodeId != 0)
18873
0
        if (ImGuiDockNodeSettings* parent_settings = DockSettingsFindNodeSettings(ctx, node.ParentNodeId))
18874
0
            node.Depth = parent_settings->Depth + 1;
18875
0
    ctx->DockContext.NodesSettings.push_back(node);
18876
0
}
18877
18878
static void DockSettingsHandler_DockNodeToSettings(ImGuiDockContext* dc, ImGuiDockNode* node, int depth)
18879
0
{
18880
0
    ImGuiDockNodeSettings node_settings;
18881
0
    IM_ASSERT(depth < (1 << (sizeof(node_settings.Depth) << 3)));
18882
0
    node_settings.ID = node->ID;
18883
0
    node_settings.ParentNodeId = node->ParentNode ? node->ParentNode->ID : 0;
18884
0
    node_settings.ParentWindowId = (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) ? node->HostWindow->ParentWindow->ID : 0;
18885
0
    node_settings.SelectedTabId = node->SelectedTabId;
18886
0
    node_settings.SplitAxis = (signed char)(node->IsSplitNode() ? node->SplitAxis : ImGuiAxis_None);
18887
0
    node_settings.Depth = (char)depth;
18888
0
    node_settings.Flags = (node->LocalFlags & ImGuiDockNodeFlags_SavedFlagsMask_);
18889
0
    node_settings.Pos = ImVec2ih(node->Pos);
18890
0
    node_settings.Size = ImVec2ih(node->Size);
18891
0
    node_settings.SizeRef = ImVec2ih(node->SizeRef);
18892
0
    dc->NodesSettings.push_back(node_settings);
18893
0
    if (node->ChildNodes[0])
18894
0
        DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[0], depth + 1);
18895
0
    if (node->ChildNodes[1])
18896
0
        DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[1], depth + 1);
18897
0
}
18898
18899
static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
18900
0
{
18901
0
    ImGuiContext& g = *ctx;
18902
0
    ImGuiDockContext* dc = &ctx->DockContext;
18903
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
18904
0
        return;
18905
18906
    // Gather settings data
18907
    // (unlike our windows settings, because nodes are always built we can do a full rewrite of the SettingsNode buffer)
18908
0
    dc->NodesSettings.resize(0);
18909
0
    dc->NodesSettings.reserve(dc->Nodes.Data.Size);
18910
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
18911
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
18912
0
            if (node->IsRootNode())
18913
0
                DockSettingsHandler_DockNodeToSettings(dc, node, 0);
18914
18915
0
    int max_depth = 0;
18916
0
    for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++)
18917
0
        max_depth = ImMax((int)dc->NodesSettings[node_n].Depth, max_depth);
18918
18919
    // Write to text buffer
18920
0
    buf->appendf("[%s][Data]\n", handler->TypeName);
18921
0
    for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++)
18922
0
    {
18923
0
        const int line_start_pos = buf->size(); (void)line_start_pos;
18924
0
        const ImGuiDockNodeSettings* node_settings = &dc->NodesSettings[node_n];
18925
0
        buf->appendf("%*s%s%*s", node_settings->Depth * 2, "", (node_settings->Flags & ImGuiDockNodeFlags_DockSpace) ? "DockSpace" : "DockNode ", (max_depth - node_settings->Depth) * 2, "");  // Text align nodes to facilitate looking at .ini file
18926
0
        buf->appendf(" ID=0x%08X", node_settings->ID);
18927
0
        if (node_settings->ParentNodeId)
18928
0
        {
18929
0
            buf->appendf(" Parent=0x%08X SizeRef=%d,%d", node_settings->ParentNodeId, node_settings->SizeRef.x, node_settings->SizeRef.y);
18930
0
        }
18931
0
        else
18932
0
        {
18933
0
            if (node_settings->ParentWindowId)
18934
0
                buf->appendf(" Window=0x%08X", node_settings->ParentWindowId);
18935
0
            buf->appendf(" Pos=%d,%d Size=%d,%d", node_settings->Pos.x, node_settings->Pos.y, node_settings->Size.x, node_settings->Size.y);
18936
0
        }
18937
0
        if (node_settings->SplitAxis != ImGuiAxis_None)
18938
0
            buf->appendf(" Split=%c", (node_settings->SplitAxis == ImGuiAxis_X) ? 'X' : 'Y');
18939
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoResize)
18940
0
            buf->appendf(" NoResize=1");
18941
0
        if (node_settings->Flags & ImGuiDockNodeFlags_CentralNode)
18942
0
            buf->appendf(" CentralNode=1");
18943
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoTabBar)
18944
0
            buf->appendf(" NoTabBar=1");
18945
0
        if (node_settings->Flags & ImGuiDockNodeFlags_HiddenTabBar)
18946
0
            buf->appendf(" HiddenTabBar=1");
18947
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoWindowMenuButton)
18948
0
            buf->appendf(" NoWindowMenuButton=1");
18949
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoCloseButton)
18950
0
            buf->appendf(" NoCloseButton=1");
18951
0
        if (node_settings->SelectedTabId)
18952
0
            buf->appendf(" Selected=0x%08X", node_settings->SelectedTabId);
18953
18954
        // [DEBUG] Include comments in the .ini file to ease debugging (this makes saving slower!)
18955
0
        if (g.IO.ConfigDebugIniSettings)
18956
0
            if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_settings->ID))
18957
0
            {
18958
0
                buf->appendf("%*s", ImMax(2, (line_start_pos + 92) - buf->size()), "");     // Align everything
18959
0
                if (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow)
18960
0
                    buf->appendf(" ; in '%s'", node->HostWindow->ParentWindow->Name);
18961
                // Iterate settings so we can give info about windows that didn't exist during the session.
18962
0
                int contains_window = 0;
18963
0
                for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18964
0
                    if (settings->DockId == node_settings->ID)
18965
0
                    {
18966
0
                        if (contains_window++ == 0)
18967
0
                            buf->appendf(" ; contains ");
18968
0
                        buf->appendf("'%s' ", settings->GetName());
18969
0
                    }
18970
0
            }
18971
18972
0
        buf->appendf("\n");
18973
0
    }
18974
0
    buf->appendf("\n");
18975
0
}
18976
18977
18978
//-----------------------------------------------------------------------------
18979
// [SECTION] PLATFORM DEPENDENT HELPERS
18980
//-----------------------------------------------------------------------------
18981
18982
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS)
18983
18984
#ifdef _MSC_VER
18985
#pragma comment(lib, "user32")
18986
#pragma comment(lib, "kernel32")
18987
#endif
18988
18989
// Win32 clipboard implementation
18990
// We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown()
18991
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
18992
{
18993
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
18994
    g.ClipboardHandlerData.clear();
18995
    if (!::OpenClipboard(NULL))
18996
        return NULL;
18997
    HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT);
18998
    if (wbuf_handle == NULL)
18999
    {
19000
        ::CloseClipboard();
19001
        return NULL;
19002
    }
19003
    if (const WCHAR* wbuf_global = (const WCHAR*)::GlobalLock(wbuf_handle))
19004
    {
19005
        int buf_len = ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, NULL, 0, NULL, NULL);
19006
        g.ClipboardHandlerData.resize(buf_len);
19007
        ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, g.ClipboardHandlerData.Data, buf_len, NULL, NULL);
19008
    }
19009
    ::GlobalUnlock(wbuf_handle);
19010
    ::CloseClipboard();
19011
    return g.ClipboardHandlerData.Data;
19012
}
19013
19014
static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
19015
{
19016
    if (!::OpenClipboard(NULL))
19017
        return;
19018
    const int wbuf_length = ::MultiByteToWideChar(CP_UTF8, 0, text, -1, NULL, 0);
19019
    HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(WCHAR));
19020
    if (wbuf_handle == NULL)
19021
    {
19022
        ::CloseClipboard();
19023
        return;
19024
    }
19025
    WCHAR* wbuf_global = (WCHAR*)::GlobalLock(wbuf_handle);
19026
    ::MultiByteToWideChar(CP_UTF8, 0, text, -1, wbuf_global, wbuf_length);
19027
    ::GlobalUnlock(wbuf_handle);
19028
    ::EmptyClipboard();
19029
    if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL)
19030
        ::GlobalFree(wbuf_handle);
19031
    ::CloseClipboard();
19032
}
19033
19034
#elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS)
19035
19036
#include <Carbon/Carbon.h>  // Use old API to avoid need for separate .mm file
19037
static PasteboardRef main_clipboard = 0;
19038
19039
// OSX clipboard implementation
19040
// If you enable this you will need to add '-framework ApplicationServices' to your linker command-line!
19041
static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
19042
{
19043
    if (!main_clipboard)
19044
        PasteboardCreate(kPasteboardClipboard, &main_clipboard);
19045
    PasteboardClear(main_clipboard);
19046
    CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text));
19047
    if (cf_data)
19048
    {
19049
        PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0);
19050
        CFRelease(cf_data);
19051
    }
19052
}
19053
19054
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
19055
{
19056
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
19057
    if (!main_clipboard)
19058
        PasteboardCreate(kPasteboardClipboard, &main_clipboard);
19059
    PasteboardSynchronize(main_clipboard);
19060
19061
    ItemCount item_count = 0;
19062
    PasteboardGetItemCount(main_clipboard, &item_count);
19063
    for (ItemCount i = 0; i < item_count; i++)
19064
    {
19065
        PasteboardItemID item_id = 0;
19066
        PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id);
19067
        CFArrayRef flavor_type_array = 0;
19068
        PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array);
19069
        for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++)
19070
        {
19071
            CFDataRef cf_data;
19072
            if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr)
19073
            {
19074
                g.ClipboardHandlerData.clear();
19075
                int length = (int)CFDataGetLength(cf_data);
19076
                g.ClipboardHandlerData.resize(length + 1);
19077
                CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)g.ClipboardHandlerData.Data);
19078
                g.ClipboardHandlerData[length] = 0;
19079
                CFRelease(cf_data);
19080
                return g.ClipboardHandlerData.Data;
19081
            }
19082
        }
19083
    }
19084
    return NULL;
19085
}
19086
19087
#else
19088
19089
// Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers.
19090
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
19091
0
{
19092
0
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
19093
0
    return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin();
19094
0
}
19095
19096
static void SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text)
19097
0
{
19098
0
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
19099
0
    g.ClipboardHandlerData.clear();
19100
0
    const char* text_end = text + strlen(text);
19101
0
    g.ClipboardHandlerData.resize((int)(text_end - text) + 1);
19102
0
    memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text));
19103
0
    g.ClipboardHandlerData[(int)(text_end - text)] = 0;
19104
0
}
19105
19106
#endif
19107
19108
// Win32 API IME support (for Asian languages, etc.)
19109
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
19110
19111
#include <imm.h>
19112
#ifdef _MSC_VER
19113
#pragma comment(lib, "imm32")
19114
#endif
19115
19116
static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data)
19117
{
19118
    // Notify OS Input Method Editor of text input position
19119
    HWND hwnd = (HWND)viewport->PlatformHandleRaw;
19120
    if (hwnd == 0)
19121
        return;
19122
19123
    //::ImmAssociateContextEx(hwnd, NULL, data->WantVisible ? IACE_DEFAULT : 0);
19124
    if (HIMC himc = ::ImmGetContext(hwnd))
19125
    {
19126
        COMPOSITIONFORM composition_form = {};
19127
        composition_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x);
19128
        composition_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y);
19129
        composition_form.dwStyle = CFS_FORCE_POSITION;
19130
        ::ImmSetCompositionWindow(himc, &composition_form);
19131
        CANDIDATEFORM candidate_form = {};
19132
        candidate_form.dwStyle = CFS_CANDIDATEPOS;
19133
        candidate_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x);
19134
        candidate_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y);
19135
        ::ImmSetCandidateWindow(himc, &candidate_form);
19136
        ::ImmReleaseContext(hwnd, himc);
19137
    }
19138
}
19139
19140
#else
19141
19142
0
static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport*, ImGuiPlatformImeData*) {}
19143
19144
#endif
19145
19146
//-----------------------------------------------------------------------------
19147
// [SECTION] METRICS/DEBUGGER WINDOW
19148
//-----------------------------------------------------------------------------
19149
// - RenderViewportThumbnail() [Internal]
19150
// - RenderViewportsThumbnails() [Internal]
19151
// - DebugTextEncoding()
19152
// - MetricsHelpMarker() [Internal]
19153
// - ShowFontAtlas() [Internal]
19154
// - ShowMetricsWindow()
19155
// - DebugNodeColumns() [Internal]
19156
// - DebugNodeDockNode() [Internal]
19157
// - DebugNodeDrawList() [Internal]
19158
// - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal]
19159
// - DebugNodeFont() [Internal]
19160
// - DebugNodeFontGlyph() [Internal]
19161
// - DebugNodeStorage() [Internal]
19162
// - DebugNodeTabBar() [Internal]
19163
// - DebugNodeViewport() [Internal]
19164
// - DebugNodeWindow() [Internal]
19165
// - DebugNodeWindowSettings() [Internal]
19166
// - DebugNodeWindowsList() [Internal]
19167
// - DebugNodeWindowsListByBeginStackParent() [Internal]
19168
//-----------------------------------------------------------------------------
19169
19170
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
19171
19172
void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb)
19173
0
{
19174
0
    ImGuiContext& g = *GImGui;
19175
0
    ImGuiWindow* window = g.CurrentWindow;
19176
19177
0
    ImVec2 scale = bb.GetSize() / viewport->Size;
19178
0
    ImVec2 off = bb.Min - viewport->Pos * scale;
19179
0
    float alpha_mul = (viewport->Flags & ImGuiViewportFlags_IsMinimized) ? 0.30f : 1.00f;
19180
0
    window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f));
19181
0
    for (ImGuiWindow* thumb_window : g.Windows)
19182
0
    {
19183
0
        if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow))
19184
0
            continue;
19185
0
        if (thumb_window->Viewport != viewport)
19186
0
            continue;
19187
19188
0
        ImRect thumb_r = thumb_window->Rect();
19189
0
        ImRect title_r = thumb_window->TitleBarRect();
19190
0
        thumb_r = ImRect(ImTrunc(off + thumb_r.Min * scale), ImTrunc(off +  thumb_r.Max * scale));
19191
0
        title_r = ImRect(ImTrunc(off + title_r.Min * scale), ImTrunc(off +  ImVec2(title_r.Max.x, title_r.Min.y) * scale) + ImVec2(0,5)); // Exaggerate title bar height
19192
0
        thumb_r.ClipWithFull(bb);
19193
0
        title_r.ClipWithFull(bb);
19194
0
        const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight);
19195
0
        window->DrawList->AddRectFilled(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_WindowBg, alpha_mul));
19196
0
        window->DrawList->AddRectFilled(title_r.Min, title_r.Max, GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul));
19197
0
        window->DrawList->AddRect(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_Border, alpha_mul));
19198
0
        window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, FindRenderedTextEnd(thumb_window->Name));
19199
0
    }
19200
0
    draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul));
19201
0
}
19202
19203
static void RenderViewportsThumbnails()
19204
0
{
19205
0
    ImGuiContext& g = *GImGui;
19206
0
    ImGuiWindow* window = g.CurrentWindow;
19207
19208
    // We don't display full monitor bounds (we could, but it often looks awkward), instead we display just enough to cover all of our viewports.
19209
0
    float SCALE = 1.0f / 8.0f;
19210
0
    ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
19211
0
    for (ImGuiViewportP* viewport : g.Viewports)
19212
0
        bb_full.Add(viewport->GetMainRect());
19213
0
    ImVec2 p = window->DC.CursorPos;
19214
0
    ImVec2 off = p - bb_full.Min * SCALE;
19215
0
    for (ImGuiViewportP* viewport : g.Viewports)
19216
0
    {
19217
0
        ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE);
19218
0
        ImGui::DebugRenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb);
19219
0
    }
19220
0
    ImGui::Dummy(bb_full.GetSize() * SCALE);
19221
0
}
19222
19223
static int IMGUI_CDECL ViewportComparerByLastFocusedStampCount(const void* lhs, const void* rhs)
19224
0
{
19225
0
    const ImGuiViewportP* a = *(const ImGuiViewportP* const*)lhs;
19226
0
    const ImGuiViewportP* b = *(const ImGuiViewportP* const*)rhs;
19227
0
    return b->LastFocusedStampCount - a->LastFocusedStampCount;
19228
0
}
19229
19230
// Draw an arbitrary US keyboard layout to visualize translated keys
19231
void ImGui::DebugRenderKeyboardPreview(ImDrawList* draw_list)
19232
0
{
19233
0
    const ImVec2 key_size = ImVec2(35.0f, 35.0f);
19234
0
    const float  key_rounding = 3.0f;
19235
0
    const ImVec2 key_face_size = ImVec2(25.0f, 25.0f);
19236
0
    const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f);
19237
0
    const float  key_face_rounding = 2.0f;
19238
0
    const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f);
19239
0
    const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f);
19240
0
    const float  key_row_offset = 9.0f;
19241
19242
0
    ImVec2 board_min = GetCursorScreenPos();
19243
0
    ImVec2 board_max = ImVec2(board_min.x + 3 * key_step.x + 2 * key_row_offset + 10.0f, board_min.y + 3 * key_step.y + 10.0f);
19244
0
    ImVec2 start_pos = ImVec2(board_min.x + 5.0f - key_step.x, board_min.y);
19245
19246
0
    struct KeyLayoutData { int Row, Col; const char* Label; ImGuiKey Key; };
19247
0
    const KeyLayoutData keys_to_display[] =
19248
0
    {
19249
0
        { 0, 0, "", ImGuiKey_Tab },      { 0, 1, "Q", ImGuiKey_Q }, { 0, 2, "W", ImGuiKey_W }, { 0, 3, "E", ImGuiKey_E }, { 0, 4, "R", ImGuiKey_R },
19250
0
        { 1, 0, "", ImGuiKey_CapsLock }, { 1, 1, "A", ImGuiKey_A }, { 1, 2, "S", ImGuiKey_S }, { 1, 3, "D", ImGuiKey_D }, { 1, 4, "F", ImGuiKey_F },
19251
0
        { 2, 0, "", ImGuiKey_LeftShift },{ 2, 1, "Z", ImGuiKey_Z }, { 2, 2, "X", ImGuiKey_X }, { 2, 3, "C", ImGuiKey_C }, { 2, 4, "V", ImGuiKey_V }
19252
0
    };
19253
19254
    // Elements rendered manually via ImDrawList API are not clipped automatically.
19255
    // While not strictly necessary, here IsItemVisible() is used to avoid rendering these shapes when they are out of view.
19256
0
    Dummy(board_max - board_min);
19257
0
    if (!IsItemVisible())
19258
0
        return;
19259
0
    draw_list->PushClipRect(board_min, board_max, true);
19260
0
    for (int n = 0; n < IM_ARRAYSIZE(keys_to_display); n++)
19261
0
    {
19262
0
        const KeyLayoutData* key_data = &keys_to_display[n];
19263
0
        ImVec2 key_min = ImVec2(start_pos.x + key_data->Col * key_step.x + key_data->Row * key_row_offset, start_pos.y + key_data->Row * key_step.y);
19264
0
        ImVec2 key_max = key_min + key_size;
19265
0
        draw_list->AddRectFilled(key_min, key_max, IM_COL32(204, 204, 204, 255), key_rounding);
19266
0
        draw_list->AddRect(key_min, key_max, IM_COL32(24, 24, 24, 255), key_rounding);
19267
0
        ImVec2 face_min = ImVec2(key_min.x + key_face_pos.x, key_min.y + key_face_pos.y);
19268
0
        ImVec2 face_max = ImVec2(face_min.x + key_face_size.x, face_min.y + key_face_size.y);
19269
0
        draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, ImDrawFlags_None, 2.0f);
19270
0
        draw_list->AddRectFilled(face_min, face_max, IM_COL32(252, 252, 252, 255), key_face_rounding);
19271
0
        ImVec2 label_min = ImVec2(key_min.x + key_label_pos.x, key_min.y + key_label_pos.y);
19272
0
        draw_list->AddText(label_min, IM_COL32(64, 64, 64, 255), key_data->Label);
19273
0
        if (IsKeyDown(key_data->Key))
19274
0
            draw_list->AddRectFilled(key_min, key_max, IM_COL32(255, 0, 0, 128), key_rounding);
19275
0
    }
19276
0
    draw_list->PopClipRect();
19277
0
}
19278
19279
// Helper tool to diagnose between text encoding issues and font loading issues. Pass your UTF-8 string and verify that there are correct.
19280
void ImGui::DebugTextEncoding(const char* str)
19281
0
{
19282
0
    Text("Text: \"%s\"", str);
19283
0
    if (!BeginTable("##DebugTextEncoding", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable))
19284
0
        return;
19285
0
    TableSetupColumn("Offset");
19286
0
    TableSetupColumn("UTF-8");
19287
0
    TableSetupColumn("Glyph");
19288
0
    TableSetupColumn("Codepoint");
19289
0
    TableHeadersRow();
19290
0
    for (const char* p = str; *p != 0; )
19291
0
    {
19292
0
        unsigned int c;
19293
0
        const int c_utf8_len = ImTextCharFromUtf8(&c, p, NULL);
19294
0
        TableNextColumn();
19295
0
        Text("%d", (int)(p - str));
19296
0
        TableNextColumn();
19297
0
        for (int byte_index = 0; byte_index < c_utf8_len; byte_index++)
19298
0
        {
19299
0
            if (byte_index > 0)
19300
0
                SameLine();
19301
0
            Text("0x%02X", (int)(unsigned char)p[byte_index]);
19302
0
        }
19303
0
        TableNextColumn();
19304
0
        if (GetFont()->FindGlyphNoFallback((ImWchar)c))
19305
0
            TextUnformatted(p, p + c_utf8_len);
19306
0
        else
19307
0
            TextUnformatted((c == IM_UNICODE_CODEPOINT_INVALID) ? "[invalid]" : "[missing]");
19308
0
        TableNextColumn();
19309
0
        Text("U+%04X", (int)c);
19310
0
        p += c_utf8_len;
19311
0
    }
19312
0
    EndTable();
19313
0
}
19314
19315
// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds.
19316
static void MetricsHelpMarker(const char* desc)
19317
0
{
19318
0
    ImGui::TextDisabled("(?)");
19319
0
    if (ImGui::BeginItemTooltip())
19320
0
    {
19321
0
        ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
19322
0
        ImGui::TextUnformatted(desc);
19323
0
        ImGui::PopTextWrapPos();
19324
0
        ImGui::EndTooltip();
19325
0
    }
19326
0
}
19327
19328
// [DEBUG] List fonts in a font atlas and display its texture
19329
void ImGui::ShowFontAtlas(ImFontAtlas* atlas)
19330
0
{
19331
0
    for (ImFont* font : atlas->Fonts)
19332
0
    {
19333
0
        PushID(font);
19334
0
        DebugNodeFont(font);
19335
0
        PopID();
19336
0
    }
19337
0
    if (TreeNode("Font Atlas", "Font Atlas (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight))
19338
0
    {
19339
0
        ImGuiContext& g = *GImGui;
19340
0
        ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
19341
0
        Checkbox("Tint with Text Color", &cfg->ShowAtlasTintedWithTextColor); // Using text color ensure visibility of core atlas data, but will alter custom colored icons
19342
0
        ImVec4 tint_col = cfg->ShowAtlasTintedWithTextColor ? GetStyleColorVec4(ImGuiCol_Text) : ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
19343
0
        ImVec4 border_col = GetStyleColorVec4(ImGuiCol_Border);
19344
0
        Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col);
19345
0
        TreePop();
19346
0
    }
19347
0
}
19348
19349
void ImGui::ShowMetricsWindow(bool* p_open)
19350
0
{
19351
0
    ImGuiContext& g = *GImGui;
19352
0
    ImGuiIO& io = g.IO;
19353
0
    ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
19354
0
    if (cfg->ShowDebugLog)
19355
0
        ShowDebugLogWindow(&cfg->ShowDebugLog);
19356
0
    if (cfg->ShowIDStackTool)
19357
0
        ShowIDStackToolWindow(&cfg->ShowIDStackTool);
19358
19359
0
    if (!Begin("Dear ImGui Metrics/Debugger", p_open) || GetCurrentWindow()->BeginCount > 1)
19360
0
    {
19361
0
        End();
19362
0
        return;
19363
0
    }
19364
19365
    // Basic info
19366
0
    Text("Dear ImGui %s", GetVersion());
19367
0
    Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
19368
0
    Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3);
19369
0
    Text("%d visible windows, %d current allocations", io.MetricsRenderWindows, g.DebugAllocInfo.TotalAllocCount - g.DebugAllocInfo.TotalFreeCount);
19370
    //SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; }
19371
19372
0
    Separator();
19373
19374
    // Debugging enums
19375
0
    enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentIdeal, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type
19376
0
    const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentIdeal", "ContentRegionRect" };
19377
0
    enum { TRT_OuterRect, TRT_InnerRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsWorkRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentFrozen, TRT_ColumnsContentUnfrozen, TRT_Count }; // Tables Rect Type
19378
0
    const char* trt_rects_names[TRT_Count] = { "OuterRect", "InnerRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsWorkRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentFrozen", "ColumnsContentUnfrozen" };
19379
0
    if (cfg->ShowWindowsRectsType < 0)
19380
0
        cfg->ShowWindowsRectsType = WRT_WorkRect;
19381
0
    if (cfg->ShowTablesRectsType < 0)
19382
0
        cfg->ShowTablesRectsType = TRT_WorkRect;
19383
19384
0
    struct Funcs
19385
0
    {
19386
0
        static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n)
19387
0
        {
19388
0
            ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); // Always using last submitted instance
19389
0
            if (rect_type == TRT_OuterRect)                     { return table->OuterRect; }
19390
0
            else if (rect_type == TRT_InnerRect)                { return table->InnerRect; }
19391
0
            else if (rect_type == TRT_WorkRect)                 { return table->WorkRect; }
19392
0
            else if (rect_type == TRT_HostClipRect)             { return table->HostClipRect; }
19393
0
            else if (rect_type == TRT_InnerClipRect)            { return table->InnerClipRect; }
19394
0
            else if (rect_type == TRT_BackgroundClipRect)       { return table->BgClipRect; }
19395
0
            else if (rect_type == TRT_ColumnsRect)              { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table_instance->LastOuterHeight); }
19396
0
            else if (rect_type == TRT_ColumnsWorkRect)          { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); }
19397
0
            else if (rect_type == TRT_ColumnsClipRect)          { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; }
19398
0
            else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table_instance->LastTopHeadersRowHeight); } // Note: y1/y2 not always accurate
19399
0
            else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table_instance->LastTopHeadersRowHeight); }
19400
0
            else if (rect_type == TRT_ColumnsContentFrozen)     { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight); }
19401
0
            else if (rect_type == TRT_ColumnsContentUnfrozen)   { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); }
19402
0
            IM_ASSERT(0);
19403
0
            return ImRect();
19404
0
        }
19405
19406
0
        static ImRect GetWindowRect(ImGuiWindow* window, int rect_type)
19407
0
        {
19408
0
            if (rect_type == WRT_OuterRect)                 { return window->Rect(); }
19409
0
            else if (rect_type == WRT_OuterRectClipped)     { return window->OuterRectClipped; }
19410
0
            else if (rect_type == WRT_InnerRect)            { return window->InnerRect; }
19411
0
            else if (rect_type == WRT_InnerClipRect)        { return window->InnerClipRect; }
19412
0
            else if (rect_type == WRT_WorkRect)             { return window->WorkRect; }
19413
0
            else if (rect_type == WRT_Content)              { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); }
19414
0
            else if (rect_type == WRT_ContentIdeal)         { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSizeIdeal); }
19415
0
            else if (rect_type == WRT_ContentRegionRect)    { return window->ContentRegionRect; }
19416
0
            IM_ASSERT(0);
19417
0
            return ImRect();
19418
0
        }
19419
0
    };
19420
19421
    // Tools
19422
0
    if (TreeNode("Tools"))
19423
0
    {
19424
0
        bool show_encoding_viewer = TreeNode("UTF-8 Encoding viewer");
19425
0
        SameLine();
19426
0
        MetricsHelpMarker("You can also call ImGui::DebugTextEncoding() from your code with a given string to test that your UTF-8 encoding settings are correct.");
19427
0
        if (show_encoding_viewer)
19428
0
        {
19429
0
            static char buf[100] = "";
19430
0
            SetNextItemWidth(-FLT_MIN);
19431
0
            InputText("##Text", buf, IM_ARRAYSIZE(buf));
19432
0
            if (buf[0] != 0)
19433
0
                DebugTextEncoding(buf);
19434
0
            TreePop();
19435
0
        }
19436
19437
        // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted.
19438
0
        if (Checkbox("Show Item Picker", &g.DebugItemPickerActive) && g.DebugItemPickerActive)
19439
0
            DebugStartItemPicker();
19440
0
        SameLine();
19441
0
        MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash.");
19442
19443
0
        Checkbox("Show Debug Log", &cfg->ShowDebugLog);
19444
0
        SameLine();
19445
0
        MetricsHelpMarker("You can also call ImGui::ShowDebugLogWindow() from your code.");
19446
19447
0
        Checkbox("Show ID Stack Tool", &cfg->ShowIDStackTool);
19448
0
        SameLine();
19449
0
        MetricsHelpMarker("You can also call ImGui::ShowIDStackToolWindow() from your code.");
19450
19451
0
        Checkbox("Show windows begin order", &cfg->ShowWindowsBeginOrder);
19452
0
        Checkbox("Show windows rectangles", &cfg->ShowWindowsRects);
19453
0
        SameLine();
19454
0
        SetNextItemWidth(GetFontSize() * 12);
19455
0
        cfg->ShowWindowsRects |= Combo("##show_windows_rect_type", &cfg->ShowWindowsRectsType, wrt_rects_names, WRT_Count, WRT_Count);
19456
0
        if (cfg->ShowWindowsRects && g.NavWindow != NULL)
19457
0
        {
19458
0
            BulletText("'%s':", g.NavWindow->Name);
19459
0
            Indent();
19460
0
            for (int rect_n = 0; rect_n < WRT_Count; rect_n++)
19461
0
            {
19462
0
                ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n);
19463
0
                Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]);
19464
0
            }
19465
0
            Unindent();
19466
0
        }
19467
19468
0
        Checkbox("Show tables rectangles", &cfg->ShowTablesRects);
19469
0
        SameLine();
19470
0
        SetNextItemWidth(GetFontSize() * 12);
19471
0
        cfg->ShowTablesRects |= Combo("##show_table_rects_type", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count);
19472
0
        if (cfg->ShowTablesRects && g.NavWindow != NULL)
19473
0
        {
19474
0
            for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)
19475
0
            {
19476
0
                ImGuiTable* table = g.Tables.TryGetMapData(table_n);
19477
0
                if (table == NULL || table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow))
19478
0
                    continue;
19479
19480
0
                BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name);
19481
0
                if (IsItemHovered())
19482
0
                    GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
19483
0
                Indent();
19484
0
                char buf[128];
19485
0
                for (int rect_n = 0; rect_n < TRT_Count; rect_n++)
19486
0
                {
19487
0
                    if (rect_n >= TRT_ColumnsRect)
19488
0
                    {
19489
0
                        if (rect_n != TRT_ColumnsRect && rect_n != TRT_ColumnsClipRect)
19490
0
                            continue;
19491
0
                        for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
19492
0
                        {
19493
0
                            ImRect r = Funcs::GetTableRect(table, rect_n, column_n);
19494
0
                            ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]);
19495
0
                            Selectable(buf);
19496
0
                            if (IsItemHovered())
19497
0
                                GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
19498
0
                        }
19499
0
                    }
19500
0
                    else
19501
0
                    {
19502
0
                        ImRect r = Funcs::GetTableRect(table, rect_n, -1);
19503
0
                        ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]);
19504
0
                        Selectable(buf);
19505
0
                        if (IsItemHovered())
19506
0
                            GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
19507
0
                    }
19508
0
                }
19509
0
                Unindent();
19510
0
            }
19511
0
        }
19512
0
        Checkbox("Show groups rectangles", &g.DebugShowGroupRects); // Storing in context as this is used by group code and prefers to be in hot-data
19513
19514
0
        Checkbox("Debug Begin/BeginChild return value", &io.ConfigDebugBeginReturnValueLoop);
19515
0
        SameLine();
19516
0
        MetricsHelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running.");
19517
19518
0
        TreePop();
19519
0
    }
19520
19521
    // Windows
19522
0
    if (TreeNode("Windows", "Windows (%d)", g.Windows.Size))
19523
0
    {
19524
        //SetNextItemOpen(true, ImGuiCond_Once);
19525
0
        DebugNodeWindowsList(&g.Windows, "By display order");
19526
0
        DebugNodeWindowsList(&g.WindowsFocusOrder, "By focus order (root windows)");
19527
0
        if (TreeNode("By submission order (begin stack)"))
19528
0
        {
19529
            // Here we display windows in their submitted order/hierarchy, however note that the Begin stack doesn't constitute a Parent<>Child relationship!
19530
0
            ImVector<ImGuiWindow*>& temp_buffer = g.WindowsTempSortBuffer;
19531
0
            temp_buffer.resize(0);
19532
0
            for (ImGuiWindow* window : g.Windows)
19533
0
                if (window->LastFrameActive + 1 >= g.FrameCount)
19534
0
                    temp_buffer.push_back(window);
19535
0
            struct Func { static int IMGUI_CDECL WindowComparerByBeginOrder(const void* lhs, const void* rhs) { return ((int)(*(const ImGuiWindow* const *)lhs)->BeginOrderWithinContext - (*(const ImGuiWindow* const*)rhs)->BeginOrderWithinContext); } };
19536
0
            ImQsort(temp_buffer.Data, (size_t)temp_buffer.Size, sizeof(ImGuiWindow*), Func::WindowComparerByBeginOrder);
19537
0
            DebugNodeWindowsListByBeginStackParent(temp_buffer.Data, temp_buffer.Size, NULL);
19538
0
            TreePop();
19539
0
        }
19540
19541
0
        TreePop();
19542
0
    }
19543
19544
    // DrawLists
19545
0
    int drawlist_count = 0;
19546
0
    for (ImGuiViewportP* viewport : g.Viewports)
19547
0
        drawlist_count += viewport->DrawDataP.CmdLists.Size;
19548
0
    if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count))
19549
0
    {
19550
0
        Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh);
19551
0
        Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes);
19552
0
        for (ImGuiViewportP* viewport : g.Viewports)
19553
0
        {
19554
0
            bool viewport_has_drawlist = false;
19555
0
            for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists)
19556
0
            {
19557
0
                if (!viewport_has_drawlist)
19558
0
                    Text("Active DrawLists in Viewport #%d, ID: 0x%08X", viewport->Idx, viewport->ID);
19559
0
                viewport_has_drawlist = true;
19560
0
                DebugNodeDrawList(NULL, viewport, draw_list, "DrawList");
19561
0
            }
19562
0
        }
19563
0
        TreePop();
19564
0
    }
19565
19566
    // Viewports
19567
0
    if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size))
19568
0
    {
19569
0
        Indent(GetTreeNodeToLabelSpacing());
19570
0
        RenderViewportsThumbnails();
19571
0
        Unindent(GetTreeNodeToLabelSpacing());
19572
19573
0
        bool open = TreeNode("Monitors", "Monitors (%d)", g.PlatformIO.Monitors.Size);
19574
0
        SameLine();
19575
0
        MetricsHelpMarker("Dear ImGui uses monitor data:\n- to query DPI settings on a per monitor basis\n- to position popup/tooltips so they don't straddle monitors.");
19576
0
        if (open)
19577
0
        {
19578
0
            for (int i = 0; i < g.PlatformIO.Monitors.Size; i++)
19579
0
            {
19580
0
                const ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[i];
19581
0
                BulletText("Monitor #%d: DPI %.0f%%\n MainMin (%.0f,%.0f), MainMax (%.0f,%.0f), MainSize (%.0f,%.0f)\n WorkMin (%.0f,%.0f), WorkMax (%.0f,%.0f), WorkSize (%.0f,%.0f)",
19582
0
                    i, mon.DpiScale * 100.0f,
19583
0
                    mon.MainPos.x, mon.MainPos.y, mon.MainPos.x + mon.MainSize.x, mon.MainPos.y + mon.MainSize.y, mon.MainSize.x, mon.MainSize.y,
19584
0
                    mon.WorkPos.x, mon.WorkPos.y, mon.WorkPos.x + mon.WorkSize.x, mon.WorkPos.y + mon.WorkSize.y, mon.WorkSize.x, mon.WorkSize.y);
19585
0
            }
19586
0
            TreePop();
19587
0
        }
19588
19589
0
        BulletText("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport ? g.MouseViewport->ID : 0, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0);
19590
0
        if (TreeNode("Inferred Z order (front-to-back)"))
19591
0
        {
19592
0
            static ImVector<ImGuiViewportP*> viewports;
19593
0
            viewports.resize(g.Viewports.Size);
19594
0
            memcpy(viewports.Data, g.Viewports.Data, g.Viewports.size_in_bytes());
19595
0
            if (viewports.Size > 1)
19596
0
                ImQsort(viewports.Data, viewports.Size, sizeof(ImGuiViewport*), ViewportComparerByLastFocusedStampCount);
19597
0
            for (ImGuiViewportP* viewport : viewports)
19598
0
                BulletText("Viewport #%d, ID: 0x%08X, LastFocused = %08d, PlatformFocused = %s, Window: \"%s\"",
19599
0
                    viewport->Idx, viewport->ID, viewport->LastFocusedStampCount,
19600
0
                    (g.PlatformIO.Platform_GetWindowFocus && viewport->PlatformWindowCreated) ? (g.PlatformIO.Platform_GetWindowFocus(viewport) ? "1" : "0") : "N/A",
19601
0
                    viewport->Window ? viewport->Window->Name : "N/A");
19602
0
            TreePop();
19603
0
        }
19604
0
        for (ImGuiViewportP* viewport : g.Viewports)
19605
0
            DebugNodeViewport(viewport);
19606
0
        TreePop();
19607
0
    }
19608
19609
    // Details for Popups
19610
0
    if (TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size))
19611
0
    {
19612
0
        for (const ImGuiPopupData& popup_data : g.OpenPopupStack)
19613
0
        {
19614
            // As it's difficult to interact with tree nodes while popups are open, we display everything inline.
19615
0
            ImGuiWindow* window = popup_data.Window;
19616
0
            BulletText("PopupID: %08x, Window: '%s' (%s%s), BackupNavWindow '%s', ParentWindow '%s'",
19617
0
                popup_data.PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? "Child;" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? "Menu;" : "",
19618
0
                popup_data.BackupNavWindow ? popup_data.BackupNavWindow->Name : "NULL", window && window->ParentWindow ? window->ParentWindow->Name : "NULL");
19619
0
        }
19620
0
        TreePop();
19621
0
    }
19622
19623
    // Details for TabBars
19624
0
    if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetAliveCount()))
19625
0
    {
19626
0
        for (int n = 0; n < g.TabBars.GetMapSize(); n++)
19627
0
            if (ImGuiTabBar* tab_bar = g.TabBars.TryGetMapData(n))
19628
0
            {
19629
0
                PushID(tab_bar);
19630
0
                DebugNodeTabBar(tab_bar, "TabBar");
19631
0
                PopID();
19632
0
            }
19633
0
        TreePop();
19634
0
    }
19635
19636
    // Details for Tables
19637
0
    if (TreeNode("Tables", "Tables (%d)", g.Tables.GetAliveCount()))
19638
0
    {
19639
0
        for (int n = 0; n < g.Tables.GetMapSize(); n++)
19640
0
            if (ImGuiTable* table = g.Tables.TryGetMapData(n))
19641
0
                DebugNodeTable(table);
19642
0
        TreePop();
19643
0
    }
19644
19645
    // Details for Fonts
19646
0
    ImFontAtlas* atlas = g.IO.Fonts;
19647
0
    if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size))
19648
0
    {
19649
0
        ShowFontAtlas(atlas);
19650
0
        TreePop();
19651
0
    }
19652
19653
    // Details for InputText
19654
0
    if (TreeNode("InputText"))
19655
0
    {
19656
0
        DebugNodeInputTextState(&g.InputTextState);
19657
0
        TreePop();
19658
0
    }
19659
19660
    // Details for TypingSelect
19661
0
    if (TreeNode("TypingSelect", "TypingSelect (%d)", g.TypingSelectState.SearchBuffer[0] != 0 ? 1 : 0))
19662
0
    {
19663
0
        DebugNodeTypingSelectState(&g.TypingSelectState);
19664
0
        TreePop();
19665
0
    }
19666
19667
    // Details for Docking
19668
0
#ifdef IMGUI_HAS_DOCK
19669
0
    if (TreeNode("Docking"))
19670
0
    {
19671
0
        static bool root_nodes_only = true;
19672
0
        ImGuiDockContext* dc = &g.DockContext;
19673
0
        Checkbox("List root nodes", &root_nodes_only);
19674
0
        Checkbox("Ctrl shows window dock info", &cfg->ShowDockingNodes);
19675
0
        if (SmallButton("Clear nodes")) { DockContextClearNodes(&g, 0, true); }
19676
0
        SameLine();
19677
0
        if (SmallButton("Rebuild all")) { dc->WantFullRebuild = true; }
19678
0
        for (int n = 0; n < dc->Nodes.Data.Size; n++)
19679
0
            if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
19680
0
                if (!root_nodes_only || node->IsRootNode())
19681
0
                    DebugNodeDockNode(node, "Node");
19682
0
        TreePop();
19683
0
    }
19684
0
#endif // #ifdef IMGUI_HAS_DOCK
19685
19686
    // Settings
19687
0
    if (TreeNode("Settings"))
19688
0
    {
19689
0
        if (SmallButton("Clear"))
19690
0
            ClearIniSettings();
19691
0
        SameLine();
19692
0
        if (SmallButton("Save to memory"))
19693
0
            SaveIniSettingsToMemory();
19694
0
        SameLine();
19695
0
        if (SmallButton("Save to disk"))
19696
0
            SaveIniSettingsToDisk(g.IO.IniFilename);
19697
0
        SameLine();
19698
0
        if (g.IO.IniFilename)
19699
0
            Text("\"%s\"", g.IO.IniFilename);
19700
0
        else
19701
0
            TextUnformatted("<NULL>");
19702
0
        Checkbox("io.ConfigDebugIniSettings", &io.ConfigDebugIniSettings);
19703
0
        Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer);
19704
0
        if (TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size))
19705
0
        {
19706
0
            for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
19707
0
                BulletText("\"%s\"", handler.TypeName);
19708
0
            TreePop();
19709
0
        }
19710
0
        if (TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size()))
19711
0
        {
19712
0
            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
19713
0
                DebugNodeWindowSettings(settings);
19714
0
            TreePop();
19715
0
        }
19716
19717
0
        if (TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size()))
19718
0
        {
19719
0
            for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
19720
0
                DebugNodeTableSettings(settings);
19721
0
            TreePop();
19722
0
        }
19723
19724
0
#ifdef IMGUI_HAS_DOCK
19725
0
        if (TreeNode("SettingsDocking", "Settings packed data: Docking"))
19726
0
        {
19727
0
            ImGuiDockContext* dc = &g.DockContext;
19728
0
            Text("In SettingsWindows:");
19729
0
            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
19730
0
                if (settings->DockId != 0)
19731
0
                    BulletText("Window '%s' -> DockId %08X DockOrder=%d", settings->GetName(), settings->DockId, settings->DockOrder);
19732
0
            Text("In SettingsNodes:");
19733
0
            for (int n = 0; n < dc->NodesSettings.Size; n++)
19734
0
            {
19735
0
                ImGuiDockNodeSettings* settings = &dc->NodesSettings[n];
19736
0
                const char* selected_tab_name = NULL;
19737
0
                if (settings->SelectedTabId)
19738
0
                {
19739
0
                    if (ImGuiWindow* window = FindWindowByID(settings->SelectedTabId))
19740
0
                        selected_tab_name = window->Name;
19741
0
                    else if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->SelectedTabId))
19742
0
                        selected_tab_name = window_settings->GetName();
19743
0
                }
19744
0
                BulletText("Node %08X, Parent %08X, SelectedTab %08X ('%s')", settings->ID, settings->ParentNodeId, settings->SelectedTabId, selected_tab_name ? selected_tab_name : settings->SelectedTabId ? "N/A" : "");
19745
0
            }
19746
0
            TreePop();
19747
0
        }
19748
0
#endif // #ifdef IMGUI_HAS_DOCK
19749
19750
0
        if (TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size()))
19751
0
        {
19752
0
            InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, GetTextLineHeight() * 20), ImGuiInputTextFlags_ReadOnly);
19753
0
            TreePop();
19754
0
        }
19755
0
        TreePop();
19756
0
    }
19757
19758
    // Settings
19759
0
    if (TreeNode("Memory allocations"))
19760
0
    {
19761
0
        ImGuiDebugAllocInfo* info = &g.DebugAllocInfo;
19762
0
        Text("%d current allocations", info->TotalAllocCount - info->TotalFreeCount);
19763
0
        Text("Recent frames with allocations:");
19764
0
        int buf_size = IM_ARRAYSIZE(info->LastEntriesBuf);
19765
0
        for (int n = buf_size - 1; n >= 0; n--)
19766
0
        {
19767
0
            ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[(info->LastEntriesIdx - n + buf_size) % buf_size];
19768
0
            BulletText("Frame %06d: %+3d ( %2d malloc, %2d free )%s", entry->FrameCount, entry->AllocCount - entry->FreeCount, entry->AllocCount, entry->FreeCount, (n == 0) ? " (most recent)" : "");
19769
0
        }
19770
0
        TreePop();
19771
0
    }
19772
19773
0
    if (TreeNode("Inputs"))
19774
0
    {
19775
0
        Text("KEYBOARD/GAMEPAD/MOUSE KEYS");
19776
0
        {
19777
            // We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allows displaying the data for old/new backends.
19778
            // User code should never have to go through such hoops! You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END.
19779
0
            Indent();
19780
0
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
19781
0
            struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } };
19782
#else
19783
            struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key < 512 && GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array
19784
            //Text("Legacy raw:");      for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key++) { if (io.KeysDown[key]) { SameLine(); Text("\"%s\" %d", GetKeyName(key), key); } }
19785
#endif
19786
0
            Text("Keys down:");         for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyDown(key)) continue;     SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); }
19787
0
            Text("Keys pressed:");      for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyPressed(key)) continue;  SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
19788
0
            Text("Keys released:");     for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
19789
0
            Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
19790
0
            Text("Chars queue:");       for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; SameLine(); Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public.
19791
0
            DebugRenderKeyboardPreview(GetWindowDrawList());
19792
0
            Unindent();
19793
0
        }
19794
19795
0
        Text("MOUSE STATE");
19796
0
        {
19797
0
            Indent();
19798
0
            if (IsMousePosValid())
19799
0
                Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y);
19800
0
            else
19801
0
                Text("Mouse pos: <INVALID>");
19802
0
            Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y);
19803
0
            int count = IM_ARRAYSIZE(io.MouseDown);
19804
0
            Text("Mouse down:");     for (int i = 0; i < count; i++) if (IsMouseDown(i)) { SameLine(); Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
19805
0
            Text("Mouse clicked:");  for (int i = 0; i < count; i++) if (IsMouseClicked(i)) { SameLine(); Text("b%d (%d)", i, io.MouseClickedCount[i]); }
19806
0
            Text("Mouse released:"); for (int i = 0; i < count; i++) if (IsMouseReleased(i)) { SameLine(); Text("b%d", i); }
19807
0
            Text("Mouse wheel: %.1f", io.MouseWheel);
19808
0
            Text("MouseStationaryTimer: %.2f", g.MouseStationaryTimer);
19809
0
            Text("Mouse source: %s", GetMouseSourceName(io.MouseSource));
19810
0
            Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused
19811
0
            Unindent();
19812
0
        }
19813
19814
0
        Text("MOUSE WHEELING");
19815
0
        {
19816
0
            Indent();
19817
0
            Text("WheelingWindow: '%s'", g.WheelingWindow ? g.WheelingWindow->Name : "NULL");
19818
0
            Text("WheelingWindowReleaseTimer: %.2f", g.WheelingWindowReleaseTimer);
19819
0
            Text("WheelingAxisAvg[] = { %.3f, %.3f }, Main Axis: %s", g.WheelingAxisAvg.x, g.WheelingAxisAvg.y, (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? "X" : (g.WheelingAxisAvg.x < g.WheelingAxisAvg.y) ? "Y" : "<none>");
19820
0
            Unindent();
19821
0
        }
19822
19823
0
        Text("KEY OWNERS");
19824
0
        {
19825
0
            Indent();
19826
0
            if (BeginListBox("##owners", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 6)))
19827
0
            {
19828
0
                for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
19829
0
                {
19830
0
                    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
19831
0
                    if (owner_data->OwnerCurr == ImGuiKeyOwner_None)
19832
0
                        continue;
19833
0
                    Text("%s: 0x%08X%s", GetKeyName(key), owner_data->OwnerCurr,
19834
0
                        owner_data->LockUntilRelease ? " LockUntilRelease" : owner_data->LockThisFrame ? " LockThisFrame" : "");
19835
0
                    DebugLocateItemOnHover(owner_data->OwnerCurr);
19836
0
                }
19837
0
                EndListBox();
19838
0
            }
19839
0
            Unindent();
19840
0
        }
19841
0
        Text("SHORTCUT ROUTING");
19842
0
        {
19843
0
            Indent();
19844
0
            if (BeginListBox("##routes", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 6)))
19845
0
            {
19846
0
                for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
19847
0
                {
19848
0
                    ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
19849
0
                    for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; )
19850
0
                    {
19851
0
                        char key_chord_name[64];
19852
0
                        ImGuiKeyRoutingData* routing_data = &rt->Entries[idx];
19853
0
                        GetKeyChordName(key | routing_data->Mods, key_chord_name, IM_ARRAYSIZE(key_chord_name));
19854
0
                        Text("%s: 0x%08X", key_chord_name, routing_data->RoutingCurr);
19855
0
                        DebugLocateItemOnHover(routing_data->RoutingCurr);
19856
0
                        idx = routing_data->NextEntryIndex;
19857
0
                    }
19858
0
                }
19859
0
                EndListBox();
19860
0
            }
19861
0
            Text("(ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: 0x%X)", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);
19862
0
            Unindent();
19863
0
        }
19864
0
        TreePop();
19865
0
    }
19866
19867
0
    if (TreeNode("Internal state"))
19868
0
    {
19869
0
        Text("WINDOWING");
19870
0
        Indent();
19871
0
        Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
19872
0
        Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindowDockTree->Name : "NULL");
19873
0
        Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL");
19874
0
        Text("HoveredDockNode: 0x%08X", g.DebugHoveredDockNode ? g.DebugHoveredDockNode->ID : 0);
19875
0
        Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL");
19876
0
        Text("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport->ID, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0);
19877
0
        Unindent();
19878
19879
0
        Text("ITEMS");
19880
0
        Indent();
19881
0
        Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, GetInputSourceName(g.ActiveIdSource));
19882
0
        DebugLocateItemOnHover(g.ActiveId);
19883
0
        Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
19884
0
        Text("ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: %X", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);
19885
0
        Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame
19886
0
        Text("HoverItemDelayId: 0x%08X, Timer: %.2f, ClearTimer: %.2f", g.HoverItemDelayId, g.HoverItemDelayTimer, g.HoverItemDelayClearTimer);
19887
0
        Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);
19888
0
        DebugLocateItemOnHover(g.DragDropPayload.SourceId);
19889
0
        Unindent();
19890
19891
0
        Text("NAV,FOCUS");
19892
0
        Indent();
19893
0
        Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL");
19894
0
        Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer);
19895
0
        DebugLocateItemOnHover(g.NavId);
19896
0
        Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource));
19897
0
        Text("NavLastValidSelectionUserData = %" IM_PRId64 " (0x%" IM_PRIX64 ")", g.NavLastValidSelectionUserData, g.NavLastValidSelectionUserData);
19898
0
        Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);
19899
0
        Text("NavActivateId/DownId/PressedId: %08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId);
19900
0
        Text("NavActivateFlags: %04X", g.NavActivateFlags);
19901
0
        Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
19902
0
        Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId);
19903
0
        Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL");
19904
0
        Unindent();
19905
19906
0
        TreePop();
19907
0
    }
19908
19909
    // Overlay: Display windows Rectangles and Begin Order
19910
0
    if (cfg->ShowWindowsRects || cfg->ShowWindowsBeginOrder)
19911
0
    {
19912
0
        for (ImGuiWindow* window : g.Windows)
19913
0
        {
19914
0
            if (!window->WasActive)
19915
0
                continue;
19916
0
            ImDrawList* draw_list = GetForegroundDrawList(window);
19917
0
            if (cfg->ShowWindowsRects)
19918
0
            {
19919
0
                ImRect r = Funcs::GetWindowRect(window, cfg->ShowWindowsRectsType);
19920
0
                draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
19921
0
            }
19922
0
            if (cfg->ShowWindowsBeginOrder && !(window->Flags & ImGuiWindowFlags_ChildWindow))
19923
0
            {
19924
0
                char buf[32];
19925
0
                ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext);
19926
0
                float font_size = GetFontSize();
19927
0
                draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255));
19928
0
                draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf);
19929
0
            }
19930
0
        }
19931
0
    }
19932
19933
    // Overlay: Display Tables Rectangles
19934
0
    if (cfg->ShowTablesRects)
19935
0
    {
19936
0
        for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)
19937
0
        {
19938
0
            ImGuiTable* table = g.Tables.TryGetMapData(table_n);
19939
0
            if (table == NULL || table->LastFrameActive < g.FrameCount - 1)
19940
0
                continue;
19941
0
            ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow);
19942
0
            if (cfg->ShowTablesRectsType >= TRT_ColumnsRect)
19943
0
            {
19944
0
                for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
19945
0
                {
19946
0
                    ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, column_n);
19947
0
                    ImU32 col = (table->HoveredColumnBody == column_n) ? IM_COL32(255, 255, 128, 255) : IM_COL32(255, 0, 128, 255);
19948
0
                    float thickness = (table->HoveredColumnBody == column_n) ? 3.0f : 1.0f;
19949
0
                    draw_list->AddRect(r.Min, r.Max, col, 0.0f, 0, thickness);
19950
0
                }
19951
0
            }
19952
0
            else
19953
0
            {
19954
0
                ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, -1);
19955
0
                draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
19956
0
            }
19957
0
        }
19958
0
    }
19959
19960
0
#ifdef IMGUI_HAS_DOCK
19961
    // Overlay: Display Docking info
19962
0
    if (cfg->ShowDockingNodes && g.IO.KeyCtrl && g.DebugHoveredDockNode)
19963
0
    {
19964
0
        char buf[64] = "";
19965
0
        char* p = buf;
19966
0
        ImGuiDockNode* node = g.DebugHoveredDockNode;
19967
0
        ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
19968
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "DockId: %X%s\n", node->ID, node->IsCentralNode() ? " *CentralNode*" : "");
19969
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "WindowClass: %08X\n", node->WindowClass.ClassId);
19970
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "Size: (%.0f, %.0f)\n", node->Size.x, node->Size.y);
19971
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "SizeRef: (%.0f, %.0f)\n", node->SizeRef.x, node->SizeRef.y);
19972
0
        int depth = DockNodeGetDepth(node);
19973
0
        overlay_draw_list->AddRect(node->Pos + ImVec2(3, 3) * (float)depth, node->Pos + node->Size - ImVec2(3, 3) * (float)depth, IM_COL32(200, 100, 100, 255));
19974
0
        ImVec2 pos = node->Pos + ImVec2(3, 3) * (float)depth;
19975
0
        overlay_draw_list->AddRectFilled(pos - ImVec2(1, 1), pos + CalcTextSize(buf) + ImVec2(1, 1), IM_COL32(200, 100, 100, 255));
19976
0
        overlay_draw_list->AddText(NULL, 0.0f, pos, IM_COL32(255, 255, 255, 255), buf);
19977
0
    }
19978
0
#endif // #ifdef IMGUI_HAS_DOCK
19979
19980
0
    End();
19981
0
}
19982
19983
// [DEBUG] Display contents of Columns
19984
void ImGui::DebugNodeColumns(ImGuiOldColumns* columns)
19985
0
{
19986
0
    if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags))
19987
0
        return;
19988
0
    BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX);
19989
0
    for (ImGuiOldColumnData& column : columns->Columns)
19990
0
        BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", (int)columns->Columns.index_from_ptr(&column), column.OffsetNorm, GetColumnOffsetFromNorm(columns, column.OffsetNorm));
19991
0
    TreePop();
19992
0
}
19993
19994
static void DebugNodeDockNodeFlags(ImGuiDockNodeFlags* p_flags, const char* label, bool enabled)
19995
0
{
19996
0
    using namespace ImGui;
19997
0
    PushID(label);
19998
0
    PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0.0f, 0.0f));
19999
0
    Text("%s:", label);
20000
0
    if (!enabled)
20001
0
        BeginDisabled();
20002
0
    CheckboxFlags("NoResize", p_flags, ImGuiDockNodeFlags_NoResize);
20003
0
    CheckboxFlags("NoResizeX", p_flags, ImGuiDockNodeFlags_NoResizeX);
20004
0
    CheckboxFlags("NoResizeY",p_flags, ImGuiDockNodeFlags_NoResizeY);
20005
0
    CheckboxFlags("NoTabBar", p_flags, ImGuiDockNodeFlags_NoTabBar);
20006
0
    CheckboxFlags("HiddenTabBar", p_flags, ImGuiDockNodeFlags_HiddenTabBar);
20007
0
    CheckboxFlags("NoWindowMenuButton", p_flags, ImGuiDockNodeFlags_NoWindowMenuButton);
20008
0
    CheckboxFlags("NoCloseButton", p_flags, ImGuiDockNodeFlags_NoCloseButton);
20009
0
    CheckboxFlags("NoDocking", p_flags, ImGuiDockNodeFlags_NoDocking); // Multiple flags
20010
0
    CheckboxFlags("NoDockingSplit", p_flags, ImGuiDockNodeFlags_NoDockingSplit);
20011
0
    CheckboxFlags("NoDockingSplitOther", p_flags, ImGuiDockNodeFlags_NoDockingSplitOther);
20012
0
    CheckboxFlags("NoDockingOver", p_flags, ImGuiDockNodeFlags_NoDockingOverMe);
20013
0
    CheckboxFlags("NoDockingOverOther", p_flags, ImGuiDockNodeFlags_NoDockingOverOther);
20014
0
    CheckboxFlags("NoDockingOverEmpty", p_flags, ImGuiDockNodeFlags_NoDockingOverEmpty);
20015
0
    CheckboxFlags("NoUndocking", p_flags, ImGuiDockNodeFlags_NoUndocking);
20016
0
    if (!enabled)
20017
0
        EndDisabled();
20018
0
    PopStyleVar();
20019
0
    PopID();
20020
0
}
20021
20022
// [DEBUG] Display contents of ImDockNode
20023
void ImGui::DebugNodeDockNode(ImGuiDockNode* node, const char* label)
20024
0
{
20025
0
    ImGuiContext& g = *GImGui;
20026
0
    const bool is_alive = (g.FrameCount - node->LastFrameAlive < 2);    // Submitted with ImGuiDockNodeFlags_KeepAliveOnly
20027
0
    const bool is_active = (g.FrameCount - node->LastFrameActive < 2);  // Submitted
20028
0
    if (!is_alive) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
20029
0
    bool open;
20030
0
    ImGuiTreeNodeFlags tree_node_flags = node->IsFocused ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None;
20031
0
    if (node->Windows.Size > 0)
20032
0
        open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %d windows (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", node->Windows.Size, node->VisibleWindow ? node->VisibleWindow->Name : "NULL");
20033
0
    else
20034
0
        open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %s (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", (node->SplitAxis == ImGuiAxis_X) ? "horizontal split" : (node->SplitAxis == ImGuiAxis_Y) ? "vertical split" : "empty", node->VisibleWindow ? node->VisibleWindow->Name : "NULL");
20035
0
    if (!is_alive) { PopStyleColor(); }
20036
0
    if (is_active && IsItemHovered())
20037
0
        if (ImGuiWindow* window = node->HostWindow ? node->HostWindow : node->VisibleWindow)
20038
0
            GetForegroundDrawList(window)->AddRect(node->Pos, node->Pos + node->Size, IM_COL32(255, 255, 0, 255));
20039
0
    if (open)
20040
0
    {
20041
0
        IM_ASSERT(node->ChildNodes[0] == NULL || node->ChildNodes[0]->ParentNode == node);
20042
0
        IM_ASSERT(node->ChildNodes[1] == NULL || node->ChildNodes[1]->ParentNode == node);
20043
0
        BulletText("Pos (%.0f,%.0f), Size (%.0f, %.0f) Ref (%.0f, %.0f)",
20044
0
            node->Pos.x, node->Pos.y, node->Size.x, node->Size.y, node->SizeRef.x, node->SizeRef.y);
20045
0
        DebugNodeWindow(node->HostWindow, "HostWindow");
20046
0
        DebugNodeWindow(node->VisibleWindow, "VisibleWindow");
20047
0
        BulletText("SelectedTabID: 0x%08X, LastFocusedNodeID: 0x%08X", node->SelectedTabId, node->LastFocusedNodeId);
20048
0
        BulletText("Misc:%s%s%s%s%s%s%s",
20049
0
            node->IsDockSpace() ? " IsDockSpace" : "",
20050
0
            node->IsCentralNode() ? " IsCentralNode" : "",
20051
0
            is_alive ? " IsAlive" : "", is_active ? " IsActive" : "", node->IsFocused ? " IsFocused" : "",
20052
0
            node->WantLockSizeOnce ? " WantLockSizeOnce" : "",
20053
0
            node->HasCentralNodeChild ? " HasCentralNodeChild" : "");
20054
0
        if (TreeNode("flags", "Flags Merged: 0x%04X, Local: 0x%04X, InWindows: 0x%04X, Shared: 0x%04X", node->MergedFlags, node->LocalFlags, node->LocalFlagsInWindows, node->SharedFlags))
20055
0
        {
20056
0
            if (BeginTable("flags", 4))
20057
0
            {
20058
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->MergedFlags, "MergedFlags", false);
20059
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlags, "LocalFlags", true);
20060
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlagsInWindows, "LocalFlagsInWindows", false);
20061
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->SharedFlags, "SharedFlags", true);
20062
0
                EndTable();
20063
0
            }
20064
0
            TreePop();
20065
0
        }
20066
0
        if (node->ParentNode)
20067
0
            DebugNodeDockNode(node->ParentNode, "ParentNode");
20068
0
        if (node->ChildNodes[0])
20069
0
            DebugNodeDockNode(node->ChildNodes[0], "Child[0]");
20070
0
        if (node->ChildNodes[1])
20071
0
            DebugNodeDockNode(node->ChildNodes[1], "Child[1]");
20072
0
        if (node->TabBar)
20073
0
            DebugNodeTabBar(node->TabBar, "TabBar");
20074
0
        DebugNodeWindowsList(&node->Windows, "Windows");
20075
20076
0
        TreePop();
20077
0
    }
20078
0
}
20079
20080
// [DEBUG] Display contents of ImDrawList
20081
// Note that both 'window' and 'viewport' may be NULL here. Viewport is generally null of destroyed popups which previously owned a viewport.
20082
void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label)
20083
0
{
20084
0
    ImGuiContext& g = *GImGui;
20085
0
    ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
20086
0
    int cmd_count = draw_list->CmdBuffer.Size;
20087
0
    if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL)
20088
0
        cmd_count--;
20089
0
    bool node_open = TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, cmd_count);
20090
0
    if (draw_list == GetWindowDrawList())
20091
0
    {
20092
0
        SameLine();
20093
0
        TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered)
20094
0
        if (node_open)
20095
0
            TreePop();
20096
0
        return;
20097
0
    }
20098
20099
0
    ImDrawList* fg_draw_list = viewport ? GetForegroundDrawList(viewport) : NULL; // Render additional visuals into the top-most draw list
20100
0
    if (window && IsItemHovered() && fg_draw_list)
20101
0
        fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
20102
0
    if (!node_open)
20103
0
        return;
20104
20105
0
    if (window && !window->WasActive)
20106
0
        TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!");
20107
20108
0
    for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.Data; pcmd < draw_list->CmdBuffer.Data + cmd_count; pcmd++)
20109
0
    {
20110
0
        if (pcmd->UserCallback)
20111
0
        {
20112
0
            BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData);
20113
0
            continue;
20114
0
        }
20115
20116
0
        char buf[300];
20117
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex 0x%p, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)",
20118
0
            pcmd->ElemCount / 3, (void*)(intptr_t)pcmd->TextureId,
20119
0
            pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
20120
0
        bool pcmd_node_open = TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf);
20121
0
        if (IsItemHovered() && (cfg->ShowDrawCmdMesh || cfg->ShowDrawCmdBoundingBoxes) && fg_draw_list)
20122
0
            DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, cfg->ShowDrawCmdMesh, cfg->ShowDrawCmdBoundingBoxes);
20123
0
        if (!pcmd_node_open)
20124
0
            continue;
20125
20126
        // Calculate approximate coverage area (touched pixel count)
20127
        // This will be in pixels squared as long there's no post-scaling happening to the renderer output.
20128
0
        const ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
20129
0
        const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + pcmd->VtxOffset;
20130
0
        float total_area = 0.0f;
20131
0
        for (unsigned int idx_n = pcmd->IdxOffset; idx_n < pcmd->IdxOffset + pcmd->ElemCount; )
20132
0
        {
20133
0
            ImVec2 triangle[3];
20134
0
            for (int n = 0; n < 3; n++, idx_n++)
20135
0
                triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos;
20136
0
            total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]);
20137
0
        }
20138
20139
        // Display vertex information summary. Hover to get all triangles drawn in wire-frame
20140
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area);
20141
0
        Selectable(buf);
20142
0
        if (IsItemHovered() && fg_draw_list)
20143
0
            DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, true, false);
20144
20145
        // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted.
20146
0
        ImGuiListClipper clipper;
20147
0
        clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.
20148
0
        while (clipper.Step())
20149
0
            for (int prim = clipper.DisplayStart, idx_i = pcmd->IdxOffset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++)
20150
0
            {
20151
0
                char* buf_p = buf, * buf_end = buf + IM_ARRAYSIZE(buf);
20152
0
                ImVec2 triangle[3];
20153
0
                for (int n = 0; n < 3; n++, idx_i++)
20154
0
                {
20155
0
                    const ImDrawVert& v = vtx_buffer[idx_buffer ? idx_buffer[idx_i] : idx_i];
20156
0
                    triangle[n] = v.pos;
20157
0
                    buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n",
20158
0
                        (n == 0) ? "Vert:" : "     ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);
20159
0
                }
20160
20161
0
                Selectable(buf, false);
20162
0
                if (fg_draw_list && IsItemHovered())
20163
0
                {
20164
0
                    ImDrawListFlags backup_flags = fg_draw_list->Flags;
20165
0
                    fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
20166
0
                    fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f);
20167
0
                    fg_draw_list->Flags = backup_flags;
20168
0
                }
20169
0
            }
20170
0
        TreePop();
20171
0
    }
20172
0
    TreePop();
20173
0
}
20174
20175
// [DEBUG] Display mesh/aabb of a ImDrawCmd
20176
void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb)
20177
0
{
20178
0
    IM_ASSERT(show_mesh || show_aabb);
20179
20180
    // Draw wire-frame version of all triangles
20181
0
    ImRect clip_rect = draw_cmd->ClipRect;
20182
0
    ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
20183
0
    ImDrawListFlags backup_flags = out_draw_list->Flags;
20184
0
    out_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
20185
0
    for (unsigned int idx_n = draw_cmd->IdxOffset, idx_end = draw_cmd->IdxOffset + draw_cmd->ElemCount; idx_n < idx_end; )
20186
0
    {
20187
0
        ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; // We don't hold on those pointers past iterations as ->AddPolyline() may invalidate them if out_draw_list==draw_list
20188
0
        ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset;
20189
20190
0
        ImVec2 triangle[3];
20191
0
        for (int n = 0; n < 3; n++, idx_n++)
20192
0
            vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos));
20193
0
        if (show_mesh)
20194
0
            out_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); // In yellow: mesh triangles
20195
0
    }
20196
    // Draw bounding boxes
20197
0
    if (show_aabb)
20198
0
    {
20199
0
        out_draw_list->AddRect(ImTrunc(clip_rect.Min), ImTrunc(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU
20200
0
        out_draw_list->AddRect(ImTrunc(vtxs_rect.Min), ImTrunc(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles
20201
0
    }
20202
0
    out_draw_list->Flags = backup_flags;
20203
0
}
20204
20205
// [DEBUG] Display details for a single font, called by ShowStyleEditor().
20206
void ImGui::DebugNodeFont(ImFont* font)
20207
0
{
20208
0
    bool opened = TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)",
20209
0
        font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount);
20210
0
    SameLine();
20211
0
    if (SmallButton("Set as default"))
20212
0
        GetIO().FontDefault = font;
20213
0
    if (!opened)
20214
0
        return;
20215
20216
    // Display preview text
20217
0
    PushFont(font);
20218
0
    Text("The quick brown fox jumps over the lazy dog");
20219
0
    PopFont();
20220
20221
    // Display details
20222
0
    SetNextItemWidth(GetFontSize() * 8);
20223
0
    DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f");
20224
0
    SameLine(); MetricsHelpMarker(
20225
0
        "Note than the default embedded font is NOT meant to be scaled.\n\n"
20226
0
        "Font are currently rendered into bitmaps at a given size at the time of building the atlas. "
20227
0
        "You may oversample them to get some flexibility with scaling. "
20228
0
        "You can also render at multiple sizes and select which one to use at runtime.\n\n"
20229
0
        "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)");
20230
0
    Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent);
20231
0
    char c_str[5];
20232
0
    Text("Fallback character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->FallbackChar), font->FallbackChar);
20233
0
    Text("Ellipsis character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->EllipsisChar), font->EllipsisChar);
20234
0
    const int surface_sqrt = (int)ImSqrt((float)font->MetricsTotalSurface);
20235
0
    Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt);
20236
0
    for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
20237
0
        if (font->ConfigData)
20238
0
            if (const ImFontConfig* cfg = &font->ConfigData[config_i])
20239
0
                BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)",
20240
0
                    config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y);
20241
20242
    // Display all glyphs of the fonts in separate pages of 256 characters
20243
0
    if (TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size))
20244
0
    {
20245
0
        ImDrawList* draw_list = GetWindowDrawList();
20246
0
        const ImU32 glyph_col = GetColorU32(ImGuiCol_Text);
20247
0
        const float cell_size = font->FontSize * 1;
20248
0
        const float cell_spacing = GetStyle().ItemSpacing.y;
20249
0
        for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256)
20250
0
        {
20251
            // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k)
20252
            // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT
20253
            // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here)
20254
0
            if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095))
20255
0
            {
20256
0
                base += 4096 - 256;
20257
0
                continue;
20258
0
            }
20259
20260
0
            int count = 0;
20261
0
            for (unsigned int n = 0; n < 256; n++)
20262
0
                if (font->FindGlyphNoFallback((ImWchar)(base + n)))
20263
0
                    count++;
20264
0
            if (count <= 0)
20265
0
                continue;
20266
0
            if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph"))
20267
0
                continue;
20268
20269
            // Draw a 16x16 grid of glyphs
20270
0
            ImVec2 base_pos = GetCursorScreenPos();
20271
0
            for (unsigned int n = 0; n < 256; n++)
20272
0
            {
20273
                // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions
20274
                // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string.
20275
0
                ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing));
20276
0
                ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size);
20277
0
                const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n));
20278
0
                draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50));
20279
0
                if (!glyph)
20280
0
                    continue;
20281
0
                font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n));
20282
0
                if (IsMouseHoveringRect(cell_p1, cell_p2) && BeginTooltip())
20283
0
                {
20284
0
                    DebugNodeFontGlyph(font, glyph);
20285
0
                    EndTooltip();
20286
0
                }
20287
0
            }
20288
0
            Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16));
20289
0
            TreePop();
20290
0
        }
20291
0
        TreePop();
20292
0
    }
20293
0
    TreePop();
20294
0
}
20295
20296
void ImGui::DebugNodeFontGlyph(ImFont*, const ImFontGlyph* glyph)
20297
0
{
20298
0
    Text("Codepoint: U+%04X", glyph->Codepoint);
20299
0
    Separator();
20300
0
    Text("Visible: %d", glyph->Visible);
20301
0
    Text("AdvanceX: %.1f", glyph->AdvanceX);
20302
0
    Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1);
20303
0
    Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1);
20304
0
}
20305
20306
// [DEBUG] Display contents of ImGuiStorage
20307
void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label)
20308
0
{
20309
0
    if (!TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes()))
20310
0
        return;
20311
0
    for (const ImGuiStorage::ImGuiStoragePair& p : storage->Data)
20312
0
        BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer.
20313
0
    TreePop();
20314
0
}
20315
20316
// [DEBUG] Display contents of ImGuiTabBar
20317
void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label)
20318
0
{
20319
    // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings.
20320
0
    char buf[256];
20321
0
    char* p = buf;
20322
0
    const char* buf_end = buf + IM_ARRAYSIZE(buf);
20323
0
    const bool is_active = (tab_bar->PrevFrameVisible >= GetFrameCount() - 2);
20324
0
    p += ImFormatString(p, buf_end - p, "%s 0x%08X (%d tabs)%s  {", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*");
20325
0
    for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++)
20326
0
    {
20327
0
        ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
20328
0
        p += ImFormatString(p, buf_end - p, "%s'%s'", tab_n > 0 ? ", " : "", TabBarGetTabName(tab_bar, tab));
20329
0
    }
20330
0
    p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } ");
20331
0
    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
20332
0
    bool open = TreeNode(label, "%s", buf);
20333
0
    if (!is_active) { PopStyleColor(); }
20334
0
    if (is_active && IsItemHovered())
20335
0
    {
20336
0
        ImDrawList* draw_list = GetForegroundDrawList();
20337
0
        draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255));
20338
0
        draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
20339
0
        draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
20340
0
    }
20341
0
    if (open)
20342
0
    {
20343
0
        for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
20344
0
        {
20345
0
            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
20346
0
            PushID(tab);
20347
0
            if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2);
20348
0
            if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine();
20349
0
            Text("%02d%c Tab 0x%08X '%s' Offset: %.2f, Width: %.2f/%.2f",
20350
0
                tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, TabBarGetTabName(tab_bar, tab), tab->Offset, tab->Width, tab->ContentWidth);
20351
0
            PopID();
20352
0
        }
20353
0
        TreePop();
20354
0
    }
20355
0
}
20356
20357
void ImGui::DebugNodeViewport(ImGuiViewportP* viewport)
20358
0
{
20359
0
    SetNextItemOpen(true, ImGuiCond_Once);
20360
0
    if (TreeNode((void*)(intptr_t)viewport->ID, "Viewport #%d, ID: 0x%08X, Parent: 0x%08X, Window: \"%s\"", viewport->Idx, viewport->ID, viewport->ParentViewportId, viewport->Window ? viewport->Window->Name : "N/A"))
20361
0
    {
20362
0
        ImGuiWindowFlags flags = viewport->Flags;
20363
0
        BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Offset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f\nMonitor: %d, DpiScale: %.0f%%",
20364
0
            viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y,
20365
0
            viewport->WorkOffsetMin.x, viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.y,
20366
0
            viewport->PlatformMonitor, viewport->DpiScale * 100.0f);
20367
0
        if (viewport->Idx > 0) { SameLine(); if (SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200, 200); viewport->UpdateWorkRect(); if (viewport->Window) viewport->Window->Pos = viewport->Pos; } }
20368
0
        BulletText("Flags: 0x%04X =%s%s%s%s%s%s%s%s%s%s%s%s%s", viewport->Flags,
20369
            //(flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "", // Omitting because it is the standard
20370
0
            (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "",
20371
0
            (flags & ImGuiViewportFlags_IsMinimized) ? " IsMinimized" : "",
20372
0
            (flags & ImGuiViewportFlags_IsFocused) ? " IsFocused" : "",
20373
0
            (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : "",
20374
0
            (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "",
20375
0
            (flags & ImGuiViewportFlags_NoTaskBarIcon) ? " NoTaskBarIcon" : "",
20376
0
            (flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "",
20377
0
            (flags & ImGuiViewportFlags_NoFocusOnClick) ? " NoFocusOnClick" : "",
20378
0
            (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "",
20379
0
            (flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "",
20380
0
            (flags & ImGuiViewportFlags_NoAutoMerge) ? " NoAutoMerge" : "",
20381
0
            (flags & ImGuiViewportFlags_TopMost) ? " TopMost" : "",
20382
0
            (flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : "");
20383
0
        for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists)
20384
0
            DebugNodeDrawList(NULL, viewport, draw_list, "DrawList");
20385
0
        TreePop();
20386
0
    }
20387
0
}
20388
20389
void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label)
20390
0
{
20391
0
    if (window == NULL)
20392
0
    {
20393
0
        BulletText("%s: NULL", label);
20394
0
        return;
20395
0
    }
20396
20397
0
    ImGuiContext& g = *GImGui;
20398
0
    const bool is_active = window->WasActive;
20399
0
    ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None;
20400
0
    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
20401
0
    const bool open = TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*");
20402
0
    if (!is_active) { PopStyleColor(); }
20403
0
    if (IsItemHovered() && is_active)
20404
0
        GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
20405
0
    if (!open)
20406
0
        return;
20407
20408
0
    if (window->MemoryCompacted)
20409
0
        TextDisabled("Note: some memory buffers have been compacted/freed.");
20410
20411
0
    ImGuiWindowFlags flags = window->Flags;
20412
0
    DebugNodeDrawList(window, window->Viewport, window->DrawList, "DrawList");
20413
0
    BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, window->ContentSizeIdeal.x, window->ContentSizeIdeal.y);
20414
0
    BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags,
20415
0
        (flags & ImGuiWindowFlags_ChildWindow)  ? "Child " : "",      (flags & ImGuiWindowFlags_Tooltip)     ? "Tooltip "   : "",  (flags & ImGuiWindowFlags_Popup) ? "Popup " : "",
20416
0
        (flags & ImGuiWindowFlags_Modal)        ? "Modal " : "",      (flags & ImGuiWindowFlags_ChildMenu)   ? "ChildMenu " : "",  (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "",
20417
0
        (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : "");
20418
0
    BulletText("WindowClassId: 0x%08X", window->WindowClass.ClassId);
20419
0
    BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : "");
20420
0
    BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1);
20421
0
    BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems);
20422
0
    for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++)
20423
0
    {
20424
0
        ImRect r = window->NavRectRel[layer];
20425
0
        if (r.Min.x >= r.Max.y && r.Min.y >= r.Max.y)
20426
0
            BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]);
20427
0
        else
20428
0
            BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y);
20429
0
        DebugLocateItemOnHover(window->NavLastIds[layer]);
20430
0
    }
20431
0
    const ImVec2* pr = window->NavPreferredScoringPosRel;
20432
0
    for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++)
20433
0
        BulletText("NavPreferredScoringPosRel[%d] = {%.1f,%.1f)", layer, (pr[layer].x == FLT_MAX ? -99999.0f : pr[layer].x), (pr[layer].y == FLT_MAX ? -99999.0f : pr[layer].y)); // Display as 99999.0f so it looks neater.
20434
0
    BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL");
20435
20436
0
    BulletText("Viewport: %d%s, ViewportId: 0x%08X, ViewportPos: (%.1f,%.1f)", window->Viewport ? window->Viewport->Idx : -1, window->ViewportOwned ? " (Owned)" : "", window->ViewportId, window->ViewportPos.x, window->ViewportPos.y);
20437
0
    BulletText("ViewportMonitor: %d", window->Viewport ? window->Viewport->PlatformMonitor : -1);
20438
0
    BulletText("DockId: 0x%04X, DockOrder: %d, Act: %d, Vis: %d", window->DockId, window->DockOrder, window->DockIsActive, window->DockTabIsVisible);
20439
0
    if (window->DockNode || window->DockNodeAsHost)
20440
0
        DebugNodeDockNode(window->DockNodeAsHost ? window->DockNodeAsHost : window->DockNode, window->DockNodeAsHost ? "DockNodeAsHost" : "DockNode");
20441
20442
0
    if (window->RootWindow != window)       { DebugNodeWindow(window->RootWindow, "RootWindow"); }
20443
0
    if (window->RootWindowDockTree != window->RootWindow) { DebugNodeWindow(window->RootWindowDockTree, "RootWindowDockTree"); }
20444
0
    if (window->ParentWindow != NULL)       { DebugNodeWindow(window->ParentWindow, "ParentWindow"); }
20445
0
    if (window->DC.ChildWindows.Size > 0)   { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); }
20446
0
    if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size))
20447
0
    {
20448
0
        for (ImGuiOldColumns& columns : window->ColumnsStorage)
20449
0
            DebugNodeColumns(&columns);
20450
0
        TreePop();
20451
0
    }
20452
0
    DebugNodeStorage(&window->StateStorage, "Storage");
20453
0
    TreePop();
20454
0
}
20455
20456
void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings* settings)
20457
0
{
20458
0
    if (settings->WantDelete)
20459
0
        BeginDisabled();
20460
0
    Text("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d",
20461
0
        settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed);
20462
0
    if (settings->WantDelete)
20463
0
        EndDisabled();
20464
0
}
20465
20466
void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* label)
20467
0
{
20468
0
    if (!TreeNode(label, "%s (%d)", label, windows->Size))
20469
0
        return;
20470
0
    for (int i = windows->Size - 1; i >= 0; i--) // Iterate front to back
20471
0
    {
20472
0
        PushID((*windows)[i]);
20473
0
        DebugNodeWindow((*windows)[i], "Window");
20474
0
        PopID();
20475
0
    }
20476
0
    TreePop();
20477
0
}
20478
20479
// FIXME-OPT: This is technically suboptimal, but it is simpler this way.
20480
void ImGui::DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack)
20481
0
{
20482
0
    for (int i = 0; i < windows_size; i++)
20483
0
    {
20484
0
        ImGuiWindow* window = windows[i];
20485
0
        if (window->ParentWindowInBeginStack != parent_in_begin_stack)
20486
0
            continue;
20487
0
        char buf[20];
20488
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "[%04d] Window", window->BeginOrderWithinContext);
20489
        //BulletText("[%04d] Window '%s'", window->BeginOrderWithinContext, window->Name);
20490
0
        DebugNodeWindow(window, buf);
20491
0
        Indent();
20492
0
        DebugNodeWindowsListByBeginStackParent(windows + i + 1, windows_size - i - 1, window);
20493
0
        Unindent();
20494
0
    }
20495
0
}
20496
20497
//-----------------------------------------------------------------------------
20498
// [SECTION] DEBUG LOG WINDOW
20499
//-----------------------------------------------------------------------------
20500
20501
void ImGui::DebugLog(const char* fmt, ...)
20502
0
{
20503
0
    va_list args;
20504
0
    va_start(args, fmt);
20505
0
    DebugLogV(fmt, args);
20506
0
    va_end(args);
20507
0
}
20508
20509
void ImGui::DebugLogV(const char* fmt, va_list args)
20510
0
{
20511
0
    ImGuiContext& g = *GImGui;
20512
0
    const int old_size = g.DebugLogBuf.size();
20513
0
    g.DebugLogBuf.appendf("[%05d] ", g.FrameCount);
20514
0
    g.DebugLogBuf.appendfv(fmt, args);
20515
0
    g.DebugLogIndex.append(g.DebugLogBuf.c_str(), old_size, g.DebugLogBuf.size());
20516
0
    if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTTY)
20517
0
        IMGUI_DEBUG_PRINTF("%s", g.DebugLogBuf.begin() + old_size);
20518
#ifdef IMGUI_ENABLE_TEST_ENGINE
20519
    if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTestEngine)
20520
        IMGUI_TEST_ENGINE_LOG("%s", g.DebugLogBuf.begin() + old_size);
20521
#endif
20522
0
}
20523
20524
void ImGui::ShowDebugLogWindow(bool* p_open)
20525
0
{
20526
0
    ImGuiContext& g = *GImGui;
20527
0
    if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize))
20528
0
        SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 12.0f), ImGuiCond_FirstUseEver);
20529
0
    if (!Begin("Dear ImGui Debug Log", p_open) || GetCurrentWindow()->BeginCount > 1)
20530
0
    {
20531
0
        End();
20532
0
        return;
20533
0
    }
20534
20535
0
    CheckboxFlags("All", &g.DebugLogFlags, ImGuiDebugLogFlags_EventMask_);
20536
0
    SameLine(); CheckboxFlags("ActiveId", &g.DebugLogFlags, ImGuiDebugLogFlags_EventActiveId);
20537
0
    SameLine(); CheckboxFlags("Focus", &g.DebugLogFlags, ImGuiDebugLogFlags_EventFocus);
20538
0
    SameLine(); CheckboxFlags("Popup", &g.DebugLogFlags, ImGuiDebugLogFlags_EventPopup);
20539
0
    SameLine(); CheckboxFlags("Nav", &g.DebugLogFlags, ImGuiDebugLogFlags_EventNav);
20540
0
    SameLine(); if (CheckboxFlags("Clipper", &g.DebugLogFlags, ImGuiDebugLogFlags_EventClipper)) { g.DebugLogClipperAutoDisableFrames = 2; } if (IsItemHovered()) SetTooltip("Clipper log auto-disabled after 2 frames");
20541
    //SameLine(); CheckboxFlags("Selection", &g.DebugLogFlags, ImGuiDebugLogFlags_EventSelection);
20542
0
    SameLine(); CheckboxFlags("IO", &g.DebugLogFlags, ImGuiDebugLogFlags_EventIO);
20543
0
    SameLine(); CheckboxFlags("Docking", &g.DebugLogFlags, ImGuiDebugLogFlags_EventDocking);
20544
0
    SameLine(); CheckboxFlags("Viewport", &g.DebugLogFlags, ImGuiDebugLogFlags_EventViewport);
20545
20546
0
    if (SmallButton("Clear"))
20547
0
    {
20548
0
        g.DebugLogBuf.clear();
20549
0
        g.DebugLogIndex.clear();
20550
0
    }
20551
0
    SameLine();
20552
0
    if (SmallButton("Copy"))
20553
0
        SetClipboardText(g.DebugLogBuf.c_str());
20554
0
    BeginChild("##log", ImVec2(0.0f, 0.0f), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar);
20555
20556
0
    ImGuiListClipper clipper;
20557
0
    clipper.Begin(g.DebugLogIndex.size());
20558
0
    while (clipper.Step())
20559
0
        for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++)
20560
0
        {
20561
0
            const char* line_begin = g.DebugLogIndex.get_line_begin(g.DebugLogBuf.c_str(), line_no);
20562
0
            const char* line_end = g.DebugLogIndex.get_line_end(g.DebugLogBuf.c_str(), line_no);
20563
0
            TextUnformatted(line_begin, line_end);
20564
0
            ImRect text_rect = g.LastItemData.Rect;
20565
0
            if (IsItemHovered())
20566
0
                for (const char* p = line_begin; p <= line_end - 10; p++)
20567
0
                {
20568
0
                    ImGuiID id = 0;
20569
0
                    if (p[0] != '0' || (p[1] != 'x' && p[1] != 'X') || sscanf(p + 2, "%X", &id) != 1)
20570
0
                        continue;
20571
0
                    ImVec2 p0 = CalcTextSize(line_begin, p);
20572
0
                    ImVec2 p1 = CalcTextSize(p, p + 10);
20573
0
                    g.LastItemData.Rect = ImRect(text_rect.Min + ImVec2(p0.x, 0.0f), text_rect.Min + ImVec2(p0.x + p1.x, p1.y));
20574
0
                    if (IsMouseHoveringRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, true))
20575
0
                        DebugLocateItemOnHover(id);
20576
0
                    p += 10;
20577
0
                }
20578
0
        }
20579
0
    if (GetScrollY() >= GetScrollMaxY())
20580
0
        SetScrollHereY(1.0f);
20581
0
    EndChild();
20582
20583
0
    End();
20584
0
}
20585
20586
//-----------------------------------------------------------------------------
20587
// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL)
20588
//-----------------------------------------------------------------------------
20589
20590
// Draw a small cross at current CursorPos in current window's DrawList
20591
void ImGui::DebugDrawCursorPos(ImU32 col)
20592
0
{
20593
0
    ImGuiContext& g = *GImGui;
20594
0
    ImGuiWindow* window = g.CurrentWindow;
20595
0
    ImVec2 pos = window->DC.CursorPos;
20596
0
    window->DrawList->AddLine(ImVec2(pos.x, pos.y - 3.0f), ImVec2(pos.x, pos.y + 4.0f), col, 1.0f);
20597
0
    window->DrawList->AddLine(ImVec2(pos.x - 3.0f, pos.y), ImVec2(pos.x + 4.0f, pos.y), col, 1.0f);
20598
0
}
20599
20600
// Draw a 10px wide rectangle around CurposPos.x using Line Y1/Y2 in current window's DrawList
20601
void ImGui::DebugDrawLineExtents(ImU32 col)
20602
0
{
20603
0
    ImGuiContext& g = *GImGui;
20604
0
    ImGuiWindow* window = g.CurrentWindow;
20605
0
    float curr_x = window->DC.CursorPos.x;
20606
0
    float line_y1 = (window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y);
20607
0
    float line_y2 = line_y1 + (window->DC.IsSameLine ? window->DC.PrevLineSize.y : window->DC.CurrLineSize.y);
20608
0
    window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y1), ImVec2(curr_x + 5.0f, line_y1), col, 1.0f);
20609
0
    window->DrawList->AddLine(ImVec2(curr_x - 0.5f, line_y1), ImVec2(curr_x - 0.5f, line_y2), col, 1.0f);
20610
0
    window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y2), ImVec2(curr_x + 5.0f, line_y2), col, 1.0f);
20611
0
}
20612
20613
// Draw last item rect in ForegroundDrawList (so it is always visible)
20614
void ImGui::DebugDrawItemRect(ImU32 col)
20615
0
{
20616
0
    ImGuiContext& g = *GImGui;
20617
0
    ImGuiWindow* window = g.CurrentWindow;
20618
0
    GetForegroundDrawList(window)->AddRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, col);
20619
0
}
20620
20621
// [DEBUG] Locate item position/rectangle given an ID.
20622
static const ImU32 DEBUG_LOCATE_ITEM_COLOR = IM_COL32(0, 255, 0, 255);  // Green
20623
20624
void ImGui::DebugLocateItem(ImGuiID target_id)
20625
0
{
20626
0
    ImGuiContext& g = *GImGui;
20627
0
    g.DebugLocateId = target_id;
20628
0
    g.DebugLocateFrames = 2;
20629
0
}
20630
20631
void ImGui::DebugLocateItemOnHover(ImGuiID target_id)
20632
0
{
20633
0
    if (target_id == 0 || !IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenBlockedByPopup))
20634
0
        return;
20635
0
    ImGuiContext& g = *GImGui;
20636
0
    DebugLocateItem(target_id);
20637
0
    GetForegroundDrawList(g.CurrentWindow)->AddRect(g.LastItemData.Rect.Min - ImVec2(3.0f, 3.0f), g.LastItemData.Rect.Max + ImVec2(3.0f, 3.0f), DEBUG_LOCATE_ITEM_COLOR);
20638
0
}
20639
20640
void ImGui::DebugLocateItemResolveWithLastItem()
20641
0
{
20642
0
    ImGuiContext& g = *GImGui;
20643
0
    ImGuiLastItemData item_data = g.LastItemData;
20644
0
    g.DebugLocateId = 0;
20645
0
    ImDrawList* draw_list = GetForegroundDrawList(g.CurrentWindow);
20646
0
    ImRect r = item_data.Rect;
20647
0
    r.Expand(3.0f);
20648
0
    ImVec2 p1 = g.IO.MousePos;
20649
0
    ImVec2 p2 = ImVec2((p1.x < r.Min.x) ? r.Min.x : (p1.x > r.Max.x) ? r.Max.x : p1.x, (p1.y < r.Min.y) ? r.Min.y : (p1.y > r.Max.y) ? r.Max.y : p1.y);
20650
0
    draw_list->AddRect(r.Min, r.Max, DEBUG_LOCATE_ITEM_COLOR);
20651
0
    draw_list->AddLine(p1, p2, DEBUG_LOCATE_ITEM_COLOR);
20652
0
}
20653
20654
// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack.
20655
void ImGui::UpdateDebugToolItemPicker()
20656
0
{
20657
0
    ImGuiContext& g = *GImGui;
20658
0
    g.DebugItemPickerBreakId = 0;
20659
0
    if (!g.DebugItemPickerActive)
20660
0
        return;
20661
20662
0
    const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
20663
0
    SetMouseCursor(ImGuiMouseCursor_Hand);
20664
0
    if (IsKeyPressed(ImGuiKey_Escape))
20665
0
        g.DebugItemPickerActive = false;
20666
0
    const bool change_mapping = g.IO.KeyMods == (ImGuiMod_Ctrl | ImGuiMod_Shift);
20667
0
    if (!change_mapping && IsMouseClicked(g.DebugItemPickerMouseButton) && hovered_id)
20668
0
    {
20669
0
        g.DebugItemPickerBreakId = hovered_id;
20670
0
        g.DebugItemPickerActive = false;
20671
0
    }
20672
0
    for (int mouse_button = 0; mouse_button < 3; mouse_button++)
20673
0
        if (change_mapping && IsMouseClicked(mouse_button))
20674
0
            g.DebugItemPickerMouseButton = (ImU8)mouse_button;
20675
0
    SetNextWindowBgAlpha(0.70f);
20676
0
    if (!BeginTooltip())
20677
0
        return;
20678
0
    Text("HoveredId: 0x%08X", hovered_id);
20679
0
    Text("Press ESC to abort picking.");
20680
0
    const char* mouse_button_names[] = { "Left", "Right", "Middle" };
20681
0
    if (change_mapping)
20682
0
        Text("Remap w/ Ctrl+Shift: click anywhere to select new mouse button.");
20683
0
    else
20684
0
        TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click %s Button to break in debugger! (remap w/ Ctrl+Shift)", mouse_button_names[g.DebugItemPickerMouseButton]);
20685
0
    EndTooltip();
20686
0
}
20687
20688
// [DEBUG] ID Stack Tool: update queries. Called by NewFrame()
20689
void ImGui::UpdateDebugToolStackQueries()
20690
0
{
20691
0
    ImGuiContext& g = *GImGui;
20692
0
    ImGuiIDStackTool* tool = &g.DebugIDStackTool;
20693
20694
    // Clear hook when id stack tool is not visible
20695
0
    g.DebugHookIdInfo = 0;
20696
0
    if (g.FrameCount != tool->LastActiveFrame + 1)
20697
0
        return;
20698
20699
    // Update queries. The steps are: -1: query Stack, >= 0: query each stack item
20700
    // We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time
20701
0
    const ImGuiID query_id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId;
20702
0
    if (tool->QueryId != query_id)
20703
0
    {
20704
0
        tool->QueryId = query_id;
20705
0
        tool->StackLevel = -1;
20706
0
        tool->Results.resize(0);
20707
0
    }
20708
0
    if (query_id == 0)
20709
0
        return;
20710
20711
    // Advance to next stack level when we got our result, or after 2 frames (in case we never get a result)
20712
0
    int stack_level = tool->StackLevel;
20713
0
    if (stack_level >= 0 && stack_level < tool->Results.Size)
20714
0
        if (tool->Results[stack_level].QuerySuccess || tool->Results[stack_level].QueryFrameCount > 2)
20715
0
            tool->StackLevel++;
20716
20717
    // Update hook
20718
0
    stack_level = tool->StackLevel;
20719
0
    if (stack_level == -1)
20720
0
        g.DebugHookIdInfo = query_id;
20721
0
    if (stack_level >= 0 && stack_level < tool->Results.Size)
20722
0
    {
20723
0
        g.DebugHookIdInfo = tool->Results[stack_level].ID;
20724
0
        tool->Results[stack_level].QueryFrameCount++;
20725
0
    }
20726
0
}
20727
20728
// [DEBUG] ID Stack tool: hooks called by GetID() family functions
20729
void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end)
20730
0
{
20731
0
    ImGuiContext& g = *GImGui;
20732
0
    ImGuiWindow* window = g.CurrentWindow;
20733
0
    ImGuiIDStackTool* tool = &g.DebugIDStackTool;
20734
20735
    // Step 0: stack query
20736
    // This assumes that the ID was computed with the current ID stack, which tends to be the case for our widget.
20737
0
    if (tool->StackLevel == -1)
20738
0
    {
20739
0
        tool->StackLevel++;
20740
0
        tool->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo());
20741
0
        for (int n = 0; n < window->IDStack.Size + 1; n++)
20742
0
            tool->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id;
20743
0
        return;
20744
0
    }
20745
20746
    // Step 1+: query for individual level
20747
0
    IM_ASSERT(tool->StackLevel >= 0);
20748
0
    if (tool->StackLevel != window->IDStack.Size)
20749
0
        return;
20750
0
    ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel];
20751
0
    IM_ASSERT(info->ID == id && info->QueryFrameCount > 0);
20752
20753
0
    switch (data_type)
20754
0
    {
20755
0
    case ImGuiDataType_S32:
20756
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%d", (int)(intptr_t)data_id);
20757
0
        break;
20758
0
    case ImGuiDataType_String:
20759
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id), (const char*)data_id);
20760
0
        break;
20761
0
    case ImGuiDataType_Pointer:
20762
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "(void*)0x%p", data_id);
20763
0
        break;
20764
0
    case ImGuiDataType_ID:
20765
0
        if (info->Desc[0] != 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one.
20766
0
            return;
20767
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "0x%08X [override]", id);
20768
0
        break;
20769
0
    default:
20770
0
        IM_ASSERT(0);
20771
0
    }
20772
0
    info->QuerySuccess = true;
20773
0
    info->DataType = data_type;
20774
0
}
20775
20776
static int StackToolFormatLevelInfo(ImGuiIDStackTool* tool, int n, bool format_for_ui, char* buf, size_t buf_size)
20777
0
{
20778
0
    ImGuiStackLevelInfo* info = &tool->Results[n];
20779
0
    ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? ImGui::FindWindowByID(info->ID) : NULL;
20780
0
    if (window)                                                                 // Source: window name (because the root ID don't call GetID() and so doesn't get hooked)
20781
0
        return ImFormatString(buf, buf_size, format_for_ui ? "\"%s\" [window]" : "%s", window->Name);
20782
0
    if (info->QuerySuccess)                                                     // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id)
20783
0
        return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? "\"%s\"" : "%s", info->Desc);
20784
0
    if (tool->StackLevel < tool->Results.Size)                                  // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers.
20785
0
        return (*buf = 0);
20786
#ifdef IMGUI_ENABLE_TEST_ENGINE
20787
    if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID))   // Source: ImGuiTestEngine's ItemInfo()
20788
        return ImFormatString(buf, buf_size, format_for_ui ? "??? \"%s\"" : "%s", label);
20789
#endif
20790
0
    return ImFormatString(buf, buf_size, "???");
20791
0
}
20792
20793
// ID Stack Tool: Display UI
20794
void ImGui::ShowIDStackToolWindow(bool* p_open)
20795
0
{
20796
0
    ImGuiContext& g = *GImGui;
20797
0
    if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize))
20798
0
        SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver);
20799
0
    if (!Begin("Dear ImGui ID Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1)
20800
0
    {
20801
0
        End();
20802
0
        return;
20803
0
    }
20804
20805
    // Display hovered/active status
20806
0
    ImGuiIDStackTool* tool = &g.DebugIDStackTool;
20807
0
    const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
20808
0
    const ImGuiID active_id = g.ActiveId;
20809
#ifdef IMGUI_ENABLE_TEST_ENGINE
20810
    Text("HoveredId: 0x%08X (\"%s\"), ActiveId:  0x%08X (\"%s\")", hovered_id, hovered_id ? ImGuiTestEngine_FindItemDebugLabel(&g, hovered_id) : "", active_id, active_id ? ImGuiTestEngine_FindItemDebugLabel(&g, active_id) : "");
20811
#else
20812
0
    Text("HoveredId: 0x%08X, ActiveId:  0x%08X", hovered_id, active_id);
20813
0
#endif
20814
0
    SameLine();
20815
0
    MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details.");
20816
20817
    // CTRL+C to copy path
20818
0
    const float time_since_copy = (float)g.Time - tool->CopyToClipboardLastTime;
20819
0
    Checkbox("Ctrl+C: copy path to clipboard", &tool->CopyToClipboardOnCtrlC);
20820
0
    SameLine();
20821
0
    TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), "*COPIED*");
20822
0
    if (tool->CopyToClipboardOnCtrlC && IsKeyDown(ImGuiMod_Ctrl) && IsKeyPressed(ImGuiKey_C))
20823
0
    {
20824
0
        tool->CopyToClipboardLastTime = (float)g.Time;
20825
0
        char* p = g.TempBuffer.Data;
20826
0
        char* p_end = p + g.TempBuffer.Size;
20827
0
        for (int stack_n = 0; stack_n < tool->Results.Size && p + 3 < p_end; stack_n++)
20828
0
        {
20829
0
            *p++ = '/';
20830
0
            char level_desc[256];
20831
0
            StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc));
20832
0
            for (int n = 0; level_desc[n] && p + 2 < p_end; n++)
20833
0
            {
20834
0
                if (level_desc[n] == '/')
20835
0
                    *p++ = '\\';
20836
0
                *p++ = level_desc[n];
20837
0
            }
20838
0
        }
20839
0
        *p = '\0';
20840
0
        SetClipboardText(g.TempBuffer.Data);
20841
0
    }
20842
20843
    // Display decorated stack
20844
0
    tool->LastActiveFrame = g.FrameCount;
20845
0
    if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders))
20846
0
    {
20847
0
        const float id_width = CalcTextSize("0xDDDDDDDD").x;
20848
0
        TableSetupColumn("Seed", ImGuiTableColumnFlags_WidthFixed, id_width);
20849
0
        TableSetupColumn("PushID", ImGuiTableColumnFlags_WidthStretch);
20850
0
        TableSetupColumn("Result", ImGuiTableColumnFlags_WidthFixed, id_width);
20851
0
        TableHeadersRow();
20852
0
        for (int n = 0; n < tool->Results.Size; n++)
20853
0
        {
20854
0
            ImGuiStackLevelInfo* info = &tool->Results[n];
20855
0
            TableNextColumn();
20856
0
            Text("0x%08X", (n > 0) ? tool->Results[n - 1].ID : 0);
20857
0
            TableNextColumn();
20858
0
            StackToolFormatLevelInfo(tool, n, true, g.TempBuffer.Data, g.TempBuffer.Size);
20859
0
            TextUnformatted(g.TempBuffer.Data);
20860
0
            TableNextColumn();
20861
0
            Text("0x%08X", info->ID);
20862
0
            if (n == tool->Results.Size - 1)
20863
0
                TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_Header));
20864
0
        }
20865
0
        EndTable();
20866
0
    }
20867
0
    End();
20868
0
}
20869
20870
#else
20871
20872
void ImGui::ShowMetricsWindow(bool*) {}
20873
void ImGui::ShowFontAtlas(ImFontAtlas*) {}
20874
void ImGui::DebugNodeColumns(ImGuiOldColumns*) {}
20875
void ImGui::DebugNodeDrawList(ImGuiWindow*, ImGuiViewportP*, const ImDrawList*, const char*) {}
20876
void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {}
20877
void ImGui::DebugNodeFont(ImFont*) {}
20878
void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {}
20879
void ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {}
20880
void ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {}
20881
void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {}
20882
void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>*, const char*) {}
20883
void ImGui::DebugNodeViewport(ImGuiViewportP*) {}
20884
20885
void ImGui::DebugLog(const char*, ...) {}
20886
void ImGui::DebugLogV(const char*, va_list) {}
20887
void ImGui::ShowDebugLogWindow(bool*) {}
20888
void ImGui::ShowIDStackToolWindow(bool*) {}
20889
void ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {}
20890
void ImGui::UpdateDebugToolItemPicker() {}
20891
void ImGui::UpdateDebugToolStackQueries() {}
20892
20893
#endif // #ifndef IMGUI_DISABLE_DEBUG_TOOLS
20894
20895
//-----------------------------------------------------------------------------
20896
20897
// Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed.
20898
// Prefer just including imgui_internal.h from your code rather than using this define. If a declaration is missing from imgui_internal.h add it or request it on the github.
20899
#ifdef IMGUI_INCLUDE_IMGUI_USER_INL
20900
#include "imgui_user.inl"
20901
#endif
20902
20903
//-----------------------------------------------------------------------------
20904
20905
#endif // #ifndef IMGUI_DISABLE